- Timestamp:
- Jan 26, 2006, 6:47:32 PM (19 years ago)
- Location:
- trunk/src
- Files:
-
- 10 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/coord/p_node.cc
r6695 r6780 988 988 glEnd(); 989 989 } 990 991 990 glPopMatrix(); 991 992 992 if (depth >= 2 || depth == 0) 993 993 { -
trunk/src/lib/graphics/graphics_engine.cc
r6778 r6780 464 464 void GraphicsEngine::leave2DMode() 465 465 { 466 467 glMatrixMode(GL_MODELVIEW); 468 glPopMatrix(); 469 466 470 glMatrixMode(GL_PROJECTION); 467 glPopMatrix();468 469 glMatrixMode(GL_MODELVIEW);470 471 glPopMatrix(); 471 472 … … 578 579 void GraphicsEngine::draw() const 579 580 { 581 582 LightManager::getInstance()->draw(); 583 580 584 GraphicsEngine::storeMatrices(); 581 582 LightManager::getInstance()->draw();583 584 585 Shader::suspendShader(); 585 586 -
trunk/src/lib/shell/shell.cc
r6222 r6780 472 472 void Shell::draw() const 473 473 { 474 glPushMatrix();475 474 // transform for alignment. 476 475 // setting the Blending effects -
trunk/src/story_entities/game_world.cc
r6710 r6780 393 393 // clear buffer 394 394 glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); 395 // set camera396 this->dataTank->localCamera->apply ();397 395 // draw world 398 396 this->draw(); … … 409 407 GraphicsEngine* engine = GraphicsEngine::getInstance(); 410 408 411 /* to draw the bounding boxes of the objects at level 2 for debug purp */ 412 413 /* debug draw the PNodes */ 409 // set camera 410 this->dataTank->localCamera->apply (); 414 411 415 412 /* draw all WorldEntiy groups */ … … 422 419 engine->draw(State::getObjectManager()->getObjectList(OM_GROUP_01_PROJ)); 423 420 421 424 422 if( unlikely( this->showBV)) 425 423 { … … 436 434 PNode::getNullParent()->debugDraw(0); 437 435 436 engine->draw(); 437 438 438 /* final draw command */ 439 engine->draw();440 439 } 441 440 -
trunk/src/world_entities/camera.cc
r6778 r6780 202 202 if( currentMode != VIEW_FRONT) delay = (this->target->getVelocity()) / 25.0f; 203 203 204 // Setting the Camera Eye, lookAt and up Vectors 204 205 glMatrixMode (GL_MODELVIEW); 206 glLoadIdentity(); 207 208 // Setting the Camera Eye, lookAt and up Vectors 205 209 gluLookAt(cameraPosition.x - delay.x, cameraPosition.y - delay.y, cameraPosition.z - delay.z, 206 210 targetPosition.x, targetPosition.y, targetPosition.z, 207 211 up.x, up.y, up.z); 208 209 210 glMatrixMode (GL_MODELVIEW);211 glLoadIdentity();212 213 214 215 212 } 216 213 -
trunk/src/world_entities/environments/water.cc
r6771 r6780 200 200 201 201 SkyBox::disableCubeMap(); 202 glPopMatrix(); 202 203 } 203 204 } -
trunk/src/world_entities/planet.cc
r6696 r6780 130 130 this->getModel(0)->draw(); 131 131 // static_cast<VertexArrayModel*>(this->getModel(0))->debug(); 132 133 glPopMatrix(); 132 134 } 133 135 -
trunk/src/world_entities/power_ups/laser_power_up.cc
r6512 r6780 103 103 */ 104 104 void LaserPowerUp::draw() const 105 { glMatrixMode(GL_MODELVIEW); 105 { 106 glMatrixMode(GL_MODELVIEW); 106 107 glPushMatrix(); 107 108 /* translate */ -
trunk/src/world_entities/power_ups/turret_power_up.cc
r6695 r6780 104 104 */ 105 105 void TurretPowerUp::draw() const 106 { glMatrixMode(GL_MODELVIEW); 106 { 107 glMatrixMode(GL_MODELVIEW); 107 108 glPushMatrix(); 108 109 /* translate */ -
trunk/src/world_entities/terrain.cc
r6695 r6780 130 130 void Terrain::draw () const 131 131 { 132 glMatrixMode(GL_MODELVIEW);133 132 glPushMatrix(); 134 133
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