Car tail lights now dimmer, shorter, and look better. Code cleanup.

This commit is contained in:
Shamus Young 2009-05-07 21:12:22 +00:00
parent 624cca9826
commit ba38e19c04
1 changed files with 9 additions and 25 deletions

34
Car.cpp
View File

@ -269,15 +269,19 @@ void CCar::Render ()
GLvector pos; GLvector pos;
int angle; int angle;
int turn; int turn;
float top;
if (!m_ready) if (!m_ready)
return; return;
if (!Visible (m_drive_position)) if (!Visible (m_drive_position))
return; return;
if (m_front) if (m_front) {
glColor3f (1, 1, 0.8f); glColor3f (1, 1, 0.8f);
else top = CAR_SIZE;
glColor3f (1, 0.2f, 0); } else {
glColor3f (0.5, 0.2f, 0);
top = 0.0f;
}
glBegin (GL_QUADS); glBegin (GL_QUADS);
@ -289,34 +293,14 @@ void CCar::Render ()
m_drive_angle += SIGN (turn); m_drive_angle += SIGN (turn);
pos += glVector (0.5f, 0.0f, 0.5f); pos += glVector (0.5f, 0.0f, 0.5f);
glTexCoord2f (0, 0); glTexCoord2f (0, 0);
glVertex3f (pos.x + angles[angle].x, -CAR_SIZE, pos.z + angles[angle].y); glVertex3f (pos.x + angles[angle].x, -CAR_SIZE, pos.z + angles[angle].y);
glTexCoord2f (1, 0); glTexCoord2f (1, 0);
glVertex3f (pos.x - angles[angle].x, -CAR_SIZE, pos.z - angles[angle].y); glVertex3f (pos.x - angles[angle].x, -CAR_SIZE, pos.z - angles[angle].y);
glTexCoord2f (1, 1); glTexCoord2f (1, 1);
glVertex3f (pos.x - angles[angle].x, CAR_SIZE, pos.z - angles[angle].y); glVertex3f (pos.x - angles[angle].x, top, pos.z - angles[angle].y);
glTexCoord2f (0, 1); glTexCoord2f (0, 1);
glVertex3f (pos.x + angles[angle].x, CAR_SIZE, pos.z + angles[angle].y); glVertex3f (pos.x + angles[angle].x, top, pos.z + angles[angle].y);
/*
glVertex3f (m_position.x, m_position.y, m_position.z);
glVertex3f (m_position.x, m_position.y, m_position.z + 1);
glVertex3f (m_position.x + 1, m_position.y, m_position.z + 1);
glVertex3f (m_position.x + 1, m_position.y, m_position.z);
*/
/*
glTexCoord2f (0, 0);
glVertex3f (m_position.x, m_position.y, m_position.z + 0.2f);
glTexCoord2f (0, 2);
glVertex3f (m_position.x, m_position.y, m_position.z + 1 - 0.2f);
glTexCoord2f (1, 2);
glVertex3f (m_position.x + 1, m_position.y, m_position.z + 1 - 0.2f);
glTexCoord2f (1, 0);
glVertex3f (m_position.x + 1, m_position.y, m_position.z + 0.2f);
*/
glEnd (); glEnd ();