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Changeset 4236 in orxonox.OLD for orxonox/branches/md2_loader/src


Ignore:
Timestamp:
May 20, 2005, 1:59:38 AM (20 years ago)
Author:
patrick
Message:

orxonox/branches/md2_loader: cleaned up a little, texture doesn't get drawed correctly

File:
1 edited

Legend:

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  • orxonox/branches/md2_loader/src/lib/graphics/importer/md2Model.cc

    r4235 r4236  
    589589          pVertex[j][0] = (frame->pVertices[j].v[0] * frame->scale[0]) + frame->translate[0];
    590590          pVertex[j][1] = (frame->pVertices[j].v[2] * frame->scale[2]) + frame->translate[2];
    591           pVertex[j][2] = -(frame->pVertices[j].v[1] * frame->scale[1]) + frame->translate[1];
     591          pVertex[j][2] = -1.0 * (frame->pVertices[j].v[1] * frame->scale[1]) + frame->translate[1];
    592592         
    593593          //printf("pVertex %f, %f, %f\n", pVertex[j][0], pVertex[j][1], pVertex[j][2]);
     
    701701
    702702  glPushMatrix();
    703   /* rotate because id software uses another orientation then the openGL default */
    704   /* \todo: rotate the axis already when loading... easy :) */
    705   //glRotatef(-90.0, 1.0, 0.0, 0.0);
    706   //glRotatef(-90.0, 0.0, 0.0, 1.0);
    707703
    708704  this->renderFrame();
    709705
    710706  glPopMatrix();
    711 }
    712 
    713 
    714 void MD2Model2::draw2()
    715 {
    716   glBegin(GL_TRIANGLES);
    717   for(int j = 0; j < this->numTriangles; j++)
    718     {
    719       for(int whichVertex = 0; whichVertex < 3; whichVertex++)
    720         {
    721           /*
    722           int index = pObject->pFaces[j].vertIndex[whichVertex];
    723           int index2 = pObject->pFaces[j].coordIndex[whichVertex];
    724           glNormal3f(-pObject->pNormals[index].x, -pObject->pNormals[index].y, -pObject->pNormals[index].z);
    725          
    726           if( likely(pObject->pTexVerts != NULL))
    727             {
    728               glTexCoord2f(pObject->pTexVerts[index2].x, pObject->pTexVerts[index2].y);
    729             }
    730           glVertex3f(pObject->pVerts[index].x, pObject->pVerts[index].y, pObject->pVerts[index].z);
    731           */
    732         }
    733     }
    734   glEnd();
    735707}
    736708
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