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Rendering texture
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@@ -78,23 +78,9 @@ class IMICFPS
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glVertexPointer(4, GL_FLOAT, 0, o.flattened_vertices)
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glColorPointer(3, GL_FLOAT, 0, o.flattened_materials)
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glNormalPointer(GL_FLOAT, 0, o.flattened_normals)
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glDrawArrays(GL_TRIANGLES, 0, o.flattened_vertices_size/4)
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# glBegin(GL_TRIANGLES) # begin drawing model
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# o.faces.each do |vert|
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# vertex = vert[0]
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# uv = vert[1]
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# normal = vert[2]
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# material = vert[3]
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#
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# glColor3f(material.diffuse.red, material.diffuse.green, material.diffuse.blue)
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [material.ambient.red, material.ambient.green, material.ambient.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [material.diffuse.red, material.diffuse.green, material.diffuse.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [material.specular.red, material.specular.green, material.specular.blue, 1.0].pack("f*"))
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# # glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, [10.0].pack("f*"))
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# glNormal3f(normal.x, normal.y, normal.z) # Don't scale normals
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# glVertex3f(vertex.x, vertex.y, vertex.z)
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# end
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# glEnd
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glDisableClientState(GL_VERTEX_ARRAY)
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glDisableClientState(GL_COLOR_ARRAY)
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glDisableClientState(GL_NORMAL_ARRAY)
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@@ -182,7 +168,7 @@ class IMICFPS
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when 'd' # Dissolved (Transparency)
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when 'illum' # Illumination model
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when 'map_Kd'
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# @materials[@current_material].set_texture(array[1])
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@materials[@current_material].set_texture(array[1])
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end
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end
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end
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@@ -10,4 +10,4 @@ Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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d 1.000000
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illum 1
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map_Kd C:\Users\cyber\Documents\Blender\skydome\grid.png
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map_Kd objects/skydome.png
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BIN
objects/skydome.png
Executable file
BIN
objects/skydome.png
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After Width: | Height: | Size: 392 KiB |
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