Added versioning info. Also some scattershot code cleanup.

This commit is contained in:
Shamus Young 2009-05-03 21:18:24 +00:00
parent 361a716db6
commit c2bd5f14da
7 changed files with 5 additions and 10 deletions

View File

@ -143,7 +143,7 @@ void CBuilding::RenderFlat (bool colored)
if (colored)
glColor3fv (&_color.red);
_mesh_flat->Render ();
//_mesh_flat->Render ();
}

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@ -343,6 +343,7 @@ static void do_effects (int type)
radius = render_width / 16;
do_progress ((float)render_width / 2, (float)render_height / 2, (float)radius, fade, EntityProgress ());
RenderPrint (render_width / 2 - LOGO_PIXELS, render_height / 2 + LOGO_PIXELS, 0, glRgba (0.5f), "%1.2f%%", EntityProgress () * 100.0f);
RenderPrint (1, "%s v%d.%d.%03d", APP_TITLE, VERSION_MAJOR, VERSION_MINOR, VERSION_REVISION);
}
glPopMatrix ();
glMatrixMode (GL_PROJECTION);

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@ -15,6 +15,7 @@ bool RenderWireframe ();
void RenderWireframeToggle ();
void RenderHelpToggle ();
void RenderPrint (int x, int y, int font, GLrgba color, const char *fmt, ...);
void RenderPrint (int line, const char *fmt, ...);

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@ -389,7 +389,7 @@ void AppQuit ()
void AppInit (void)
{
RandomInit (1);
RandomInit (time (NULL));
CameraInit ();
RenderInit ();
TextureInit ();

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@ -212,7 +212,6 @@ static void build_road (int x1, int y1, int width, int depth)
claim (x1 + sidewalk, y1, lanes, depth, CLAIM_ROAD | MAP_ROAD_SOUTH);
claim (x1 + sidewalk + lanes + divider, y1, lanes, depth, CLAIM_ROAD | MAP_ROAD_NORTH);
}
//new CStreet (x1, y1, width, depth);
}
@ -401,6 +400,7 @@ static void do_reset (void)
GLrgba building_color;
float west_street, north_street, east_street, south_street;
//Re-init Random to make the same city each time. Good for debugging.
//RandomInit (6);
reset_needed = false;
broadway_done = false;

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@ -74,12 +74,6 @@
#define EulOrdXYZr EulOrd(Z,EulParOdd,EulRepNo,EulFrmR)
#define EulOrdZYZr EulOrd(Z,EulParOdd,EulRepYes,EulFrmR)
//EulerAngles Eul_(float ai, float aj, float ah, int order);
//Quat Eul_ToQuat(EulerAngles ea);
//void Eul_ToHMatrix(EulerAngles ea, HMatrix M);
//EulerAngles Eul_FromHMatrix(HMatrix M, int order);
//EulerAngles Eul_FromQuat(Quat q, int order);
#include <math.h>
#include <float.h>

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@ -29,7 +29,6 @@ GLvector glVectorReflect (GLvector3 ray, GLvector3 normal)
float dot;
dot = glVectorDotProduct (ray, normal);
//return glVectorSubtract (ray, glVectorScale (normal, 2.0f * dot));
return ray - (normal * (2.0f * dot));
}