- Timestamp:
- Dec 30, 2004, 12:55:57 AM (20 years ago)
- Location:
- orxonox/branches/parenting/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
orxonox/branches/parenting/src/camera.cc
r3302 r3307 238 238 /* orientation and */ 239 239 //glMultMatrixf ((float*)matrix); 240 240 241 /* translation */ 241 glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z ); 242 //glTranslatef (-actualPlace.r.x, -actualPlace.r.y,- actualPlace.r.z); 243 //Placement *plBound = bound->get_placement(); 242 //glTranslatef (this->absCoordinate.x, this->absCoordinate.y, this->absCoordinate.z ); 243 244 244 245 245 // ===== second camera control calculation option -
orxonox/branches/parenting/src/player.cc
r3302 r3307 104 104 105 105 glTranslatef (this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 106 //PN glTranslatef(getPlacement()->r.x, getPlacement()->r.y, getPlacement()->r.z);107 // getPlacement()->w.matrix (matrix);106 printf("Player::draw() - (%f, %f, %f)\n", this->getAbsCoor ().x, this->getAbsCoor ().y, this->getAbsCoor ().z); 107 //rotate 108 108 this->getAbsDir ().matrix (matrix); 109 109 glMultMatrixf((float*)matrix); 110 110 111 111 glMatrixMode(GL_MODELVIEW); 112 //glRotatef(-90, 0,1,0);113 112 obj->draw(); 114 113 // glCallList(objectList); … … 137 136 Vector direction (1.0, 0.0, 0.0); 138 137 //direction = this->absDirection.apply (direction); 139 Vector orthDirection (0.0, 0.0, 1.0);138 Vector orthDirection (0.0, 1.0, 0.0); 140 139 //orthDirection = orthDirection.cross (direction); 141 140 -
orxonox/branches/parenting/src/world.cc
r3306 r3307 449 449 void World::draw () 450 450 { 451 // draw geometry452 453 451 // draw entities 454 452 WorldEntity* entity; 455 456 //((WorldEntity*)this->nullParent)->processDraw ();457 458 459 453 entity = this->entities->enumerate(); 460 454 while( entity != NULL ) … … 462 456 if( entity->bDraw ) entity->draw(); 463 457 entity = this->entities->nextElement(); 464 } 465 458 } 466 459 467 460 // draw debug coord system
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