improved physics, added better caching
This commit is contained in:
@@ -65,7 +65,7 @@ void C_BrushEntity::Spawn()
|
||||
float uv[2];
|
||||
};
|
||||
|
||||
pAlbedo = ITextureManager::LoadTexture("gfx/bricks.png");
|
||||
pAlbedo = ITextureManager::LoadTexture("textures/bricks.png");
|
||||
CBrushEntity* pBrushEntity = (CBrushEntity*)pEntity;
|
||||
uint32_t numVertices = 15*pBrushEntity->m_mesh.GetSize();
|
||||
vertexBuffer = IRenderer::CreateVertexBuffer(numVertices*4);
|
||||
@@ -104,7 +104,6 @@ void C_BrushEntity::Destroy()
|
||||
void C_BrushEntity::Think( float fDelta )
|
||||
{
|
||||
material.m.albedo = ITextureManager::GetTexture(pAlbedo);
|
||||
IRenderer::SetMaterial(&material);
|
||||
mat4 matrix;
|
||||
glm_mat4_zero(matrix);
|
||||
for (int i = 0; i < 9; i++) {
|
||||
@@ -115,6 +114,7 @@ void C_BrushEntity::Think( float fDelta )
|
||||
matrix[3][1] = pEntity->m_position[1];
|
||||
matrix[3][2] = pEntity->m_position[2];
|
||||
mesh->SetMatrix(matrix);
|
||||
mesh->SetMaterial(&material);
|
||||
mesh->Draw();
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user