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Commit 1c4f8160 authored by Marie AUDOUARD's avatar Marie AUDOUARD
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parents 8928d83d 0b93d2dd
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#version 300 es // Compatible with OpenGL ES #version 330 core
precision mediump float;
// Fragment shader - this code is executed for every pixel/fragment that belongs to a displayed shape // Fragment shader - this code is executed for every pixel/fragment that belongs to a displayed shape
// //
......
#version 300 es // Compatible with OpenGL ES #version 330 core
precision mediump float;
// Vertex shader - this code is executed for every vertex of the shape // Vertex shader - this code is executed for every vertex of the shape
......
...@@ -359,7 +359,7 @@ void scene_structure::display_gui() ...@@ -359,7 +359,7 @@ void scene_structure::display_gui()
void scene_structure::display_ball() { void scene_structure::display_ball() {
bouncing.simulate(timer_chain.scale * 0.01f, terrain_length); bouncing.simulate(timer.scale * 0.01f, terrain_length);
for (int i = 0; i < bouncing.N; i++) { for (int i = 0; i < bouncing.N; i++) {
bouncing.mesh.model.translation = bouncing.pos[i]; bouncing.mesh.model.translation = bouncing.pos[i];
bouncing.mesh.material.color = bouncing.color[i]; bouncing.mesh.material.color = bouncing.color[i];
...@@ -369,7 +369,7 @@ void scene_structure::display_ball() { ...@@ -369,7 +369,7 @@ void scene_structure::display_ball() {
void scene_structure::display_projectiles() { void scene_structure::display_projectiles() {
projectiles.simulate(timer_chain.scale * 0.01f, terrain_length); projectiles.simulate(timer.scale * 0.03f, terrain_length);
for (int i = 0; i < projectiles.N; i++) { for (int i = 0; i < projectiles.N; i++) {
projectiles.mesh.model.translation = projectiles.pos[i]; projectiles.mesh.model.translation = projectiles.pos[i];
projectiles.mesh.material.color = projectiles.color[i]; projectiles.mesh.material.color = projectiles.color[i];
......
...@@ -47,10 +47,10 @@ struct scene_structure : cgp::scene_inputs_generic { ...@@ -47,10 +47,10 @@ struct scene_structure : cgp::scene_inputs_generic {
// ****************************** // // ****************************** //
// Elements and shapes of the scene // Elements and shapes of the scene
// ****************************** // // ****************************** //
// Timer used for the animation
cgp::skybox_drawable skybox; cgp::skybox_drawable skybox;
// Timer used for the animation
timer_basic timer; timer_basic timer;
cgp::mesh_drawable terrain; cgp::mesh_drawable terrain;
......
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