a-game

2D platformer written from scratch.
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commit c50103bb15551cbed4a8dc29ced0caea1a59ac32
parent 30201940f1df5705ee1edb5bff8f552be10a2a26
Author: Amin Mesbah <dev@aminmesbah.com>
Date:   Thu, 18 Apr 2019 21:20:02 -0700

Move pixels per meter out of the model matrix

Diffstat:
Msrc/game.c | 7+++----
1 file changed, 3 insertions(+), 4 deletions(-)

diff --git a/src/game.c b/src/game.c @@ -209,16 +209,15 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga // these dimensions are relative to a square 'meter', one tile v2 player_dim = { 0.375f, 0.583f }; - // TODO: move ppm out of this matrix m4 model = glmth_m4_init_id(); - model = glmth_translate(model, (v3) {player.pos.x * ppm, player.pos.y * ppm, 0.0f}); - model = glmth_scale(model, (v3) {player_dim.x * ppm, player_dim.y * ppm, 1.0f}); - shader_setm4(&game_state->tiles.shader, "model", &model); + model = glmth_translate(model, (v3) {player.pos.x, player.pos.y, 0.0f}); + model = glmth_scale(model, (v3) {player_dim.x, player_dim.y, 1.0f}); m4 view = glmth_m4_init_id(); view = glmth_translate(view, (v3) {0.0f, framebuffer.height, 0.0f}); view = glmth_scale(view, (v3) {1.0f, -1.0f, 1.0f}); view = glmth_translate(view, (v3) {viewport.min.x, viewport.min.y, 0.0f}); + view = glmth_scale(view, (v3) {ppm, ppm, 1.0f}); { printf("Framebuffer :");