commit 8246212e7d5347ce89650b53576cdbdd4a120aff
parent a853d1f2b1d8cbc02aaa6ed59d20d9c8bb0efa3e
Author: amin <dev@aminmesbah.com>
Date: Sat, 6 Jul 2019 07:18:22 +0000
Use a nicer tile texture
FossilOrigin-Name: 63aeaa5ee123adbff898b220a3e901130516b165d07240aa45e435d20c3571b2
Diffstat:
3 files changed, 3 insertions(+), 27 deletions(-)
diff --git a/assets/tile0.tga b/assets/tile0.tga
Binary files differ.
diff --git a/src/game.c b/src/game.c
@@ -195,7 +195,7 @@ internal void game_init(struct GameMemory *game_memory, v2u framebuffer)
{
size_t file_len = 0;
//u8 *t = platform.platform_read_entire_file("assets/test_sw_origin.tga", &file_len);
- u8 *t = platform.platform_read_entire_file("assets/test_sw_origin_rle.tga", &file_len);
+ u8 *t = platform.platform_read_entire_file("assets/tile0.tga", &file_len);
assert(t);
i32 img_w = 0;
@@ -410,7 +410,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
// game_detect_collisions
{
-#if 1
+#if 0
#define RENDER_COLLISION_DEBUG_QUAD(r, c) renderer_debug_quad_draw(&game_state->renderer, (r), (c));
#else
#define RENDER_COLLISION_DEBUG_QUAD(r, c)
@@ -613,30 +613,6 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga
}
}
-#if 0
- // texture test
- {
- m4 model = math_m4_init_id();
- model = math_translate(model, (v3) {12.5f, 5.0f, 0.0f});
- model = math_scale(model, (v3) {10.0f, 10.0f, 10.0f});
- static f32 bork = 0;
- bork += dt;
- f32 scale_factor = fabsf(1.0f * sinf(bork));
- model = math_scale(model, (v3) {scale_factor, scale_factor, 0.0f});
- v3 color = {1.0f, 1.0f, 1.0f};
-
- renderer_job_enqueue(
- &game_state->renderer,
- (struct RenderJob) {
- .ebo = game_state->renderer.quad_ebo,
- .color = color,
- .model = model,
- .tex_interp = 1.0f,
- .layer = RENDER_LAYER_DEBUG,
- });
- }
-#endif
-
renderer_jobs_sort(&game_state->renderer, &game_state->world_allocator);
renderer_jobs_draw(&game_state->renderer);
}
diff --git a/src/render.c b/src/render.c
@@ -59,7 +59,7 @@ internal void renderer_init(struct RendererState *renderer, struct Image *images
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glActiveTexture(GL_TEXTURE0);
}