Changeset 319 for trunk/tests/md3_test/md3_test.cc
- Timestamp:
- 08/21/14 04:02:01 (11 years ago)
- File:
-
- 1 edited
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trunk/tests/md3_test/md3_test.cc
r304 r319 1 #include <nv/co mmon.hh>1 #include <nv/core/common.hh> 2 2 #include <iomanip> 3 3 #include <nv/gfx/keyframed_mesh.hh> 4 #include <nv/interface/vertex_buffer.hh>5 4 #include <nv/gl/gl_device.hh> 6 5 #include <nv/gfx/image.hh> … … 10 9 #include <nv/io/c_file_system.hh> 11 10 #include <nv/formats/md3_loader.hh> 12 #include <nv/ profiler.hh>13 #include <nv/ logging.hh>14 #include <nv/ logger.hh>15 #include <nv/ math.hh>16 #include <nv/ time.hh>17 #include <nv/ string.hh>11 #include <nv/core/profiler.hh> 12 #include <nv/core/logging.hh> 13 #include <nv/core/logger.hh> 14 #include <nv/core/math.hh> 15 #include <nv/core/time.hh> 16 #include <nv/core/string.hh> 18 17 #include <glm/gtx/rotate_vector.hpp> 19 18 #include <glm/gtc/matrix_access.hpp> … … 68 67 void update( nv::uint32 ms, nv::program program ) 69 68 { 70 m_mesh->update( ms );71 69 m_mesh->update_animation( m_entry, ms ); 72 70 m_mesh->update( program ); … … 206 204 207 205 m_scene_state.set_model( model ); 208 m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_legs->get_mesh() );206 m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_legs->get_mesh()->get_vertex_array(), m_legs->get_mesh()->get_index_count() ); 209 207 210 208 //model = m_legs->get_transform( "tag_torso", last_legs_frame, legs_frame, legs_interpolate ); 211 209 model = m_legs->get_transform( 0 ); 212 210 m_scene_state.set_model( model ); 213 m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_torso->get_mesh() );211 m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_torso->get_mesh()->get_vertex_array(), m_torso->get_mesh()->get_index_count() ); 214 212 215 213 glm::mat4 head = model * m_torso->get_transform( 0 ); //, last_torso_frame, torso_frame, torso_interpolate ); 216 214 m_scene_state.set_model( head ); 217 m_window->get_context()->draw( m_render_state, m_scene_state, m_program, m_head->get_mesh() );215 m_window->get_context()->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_head->get_mesh()->get_vertex_array(), m_head->get_mesh()->get_index_count() ); 218 216 219 217 glm::mat4 weapon = model * m_torso->get_transform( 2 ); //, last_torso_frame, torso_frame, torso_interpolate ); 220 218 m_scene_state.set_model( weapon ); 221 219 m_context->bind( m_diffuse_weapon, nv::TEX_DIFFUSE ); 222 m_context->draw( m_render_state, m_scene_state, m_program, m_weapon->get_mesh() );220 m_context->draw( nv::TRIANGLES, m_render_state, m_scene_state, m_program, m_weapon->get_mesh()->get_vertex_array(), m_weapon->get_mesh()->get_index_count() ); 223 221 224 222 }
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