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@ -355,7 +355,7 @@ loadScene(RenderState* rs) |
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void |
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void |
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loop(RenderState* rs) |
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loop(RenderState* rs) |
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{ |
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{ |
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u32 delay = 60; |
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u32 delay = 16; |
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u32 frame_start, frame_time; |
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u32 frame_start, frame_time; |
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bool running = true; |
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bool running = true; |
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SDL_Event e; |
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SDL_Event e; |
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@ -380,7 +380,7 @@ loop(RenderState* rs) |
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for (u32 j = 0; j < rg.num_entites; j++) { |
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for (u32 j = 0; j < rg.num_entites; j++) { |
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Entity& e = rg.entities[j]; |
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Entity& e = rg.entities[j]; |
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rotateEntity(&e, glm::vec3(0, 1, 0), (float) M_PI / 60); |
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rotateEntity(&e, glm::vec3(0, 1, 0), (float) M_PI / (3 * 60)); |
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for (u32 k = 0; k < e.num_meshes; k++) { |
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for (u32 k = 0; k < e.num_meshes; k++) { |
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GLmesh& glm = e.meshes[k]; |
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GLmesh& glm = e.meshes[k]; |
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