Changeset 321 for trunk/tests/md3_test/nv_md3_test.cc
- Timestamp:
- 08/25/14 02:43:30 (11 years ago)
- File:
-
- 1 moved
Legend:
- Unmodified
- Added
- Removed
-
trunk/tests/md3_test/nv_md3_test.cc
r319 r321 65 65 } 66 66 67 void update( nv::uint32 ms , nv::program program)67 void update( nv::uint32 ms ) 68 68 { 69 69 m_mesh->update_animation( m_entry, ms ); 70 } 71 72 void update( nv::program program ) 73 { 70 74 m_mesh->update( program ); 71 75 } … … 144 148 NV_PROFILE( "app_initialize" ); 145 149 m_program = m_device->create_program( 146 nv::slurp( GPU_ANIMATION ? " obj_gpu.vert" : "obj_cpu.vert" ),147 nv::slurp( " obj.frag" )150 nv::slurp( GPU_ANIMATION ? "md3_gpu.vert" : "md3_cpu.vert" ), 151 nv::slurp( "md3.frag" ) 148 152 ); 149 153 m_torso = new mesh_part( "data/upper.md3", m_window ); … … 174 178 last_ticks = ticks; 175 179 ticks = m_device->get_ticks(); 176 nv::uint32 elapsed = ticks - last_ticks; 177 m_torso->update( ticks, m_program ); 178 m_legs->update( ticks, m_program ); 180 m_torso->update( ticks ); 181 m_legs->update( ticks ); 179 182 { 180 183 NV_PROFILE( "clear" ); … … 204 207 205 208 m_scene_state.set_model( model ); 209 m_legs->update( m_program ); 206 210 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() ); 207 211 … … 209 213 model = m_legs->get_transform( 0 ); 210 214 m_scene_state.set_model( model ); 215 m_torso->update( m_program ); 211 216 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() ); 212 217 213 218 glm::mat4 head = model * m_torso->get_transform( 0 ); //, last_torso_frame, torso_frame, torso_interpolate ); 214 219 m_scene_state.set_model( head ); 220 m_head->update( m_program ); 215 221 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() ); 216 222 217 223 glm::mat4 weapon = model * m_torso->get_transform( 2 ); //, last_torso_frame, torso_frame, torso_interpolate ); 224 m_weapon->update( m_program ); 218 225 m_scene_state.set_model( weapon ); 219 226 m_context->bind( m_diffuse_weapon, nv::TEX_DIFFUSE );
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