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authorOmni <omniscient.oce@gmail.com>2024-08-17 17:17:11 +1000
committerOmni <omniscient.oce@gmail.com>2024-08-17 17:17:11 +1000
commiteadfaaa86c29c36dd5ef5d0b6b6fa27af0cdb8b3 (patch)
treeaf18d90ba02d5e26dd6ca746154ce9df6d3b0327 /examples/game_demo/game_demo.c
parentcfd7266c21a43cbd37fa712725cea85cdd1f7aab (diff)
improving the way I load animation data and store it. Load -> Tick(Armature*) -> RenderEnt.Armature -> matrix shenanigans
Diffstat (limited to 'examples/game_demo/game_demo.c')
-rw-r--r--examples/game_demo/game_demo.c20
1 files changed, 12 insertions, 8 deletions
diff --git a/examples/game_demo/game_demo.c b/examples/game_demo/game_demo.c
index 88de681..69023d7 100644
--- a/examples/game_demo/game_demo.c
+++ b/examples/game_demo/game_demo.c
@@ -117,20 +117,24 @@ int main() {
// Y Axis (blue)
Immdraw_Cone(transform_create(vec3(0.0, 2.0, 0.0), quat_ident(), vec3(0.3, 1.0, 0.3)),
vec4(0.0, 0.0, 1.0, 1.0), false);
- Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_ident(), vec3(thickness, 1.1, thickness)), vec4(0.0, 0.0, 1.0, 1.0),
- false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_ident(), vec3(thickness, 1.1, thickness)),
+ vec4(0.0, 0.0, 1.0, 1.0), false);
// X Axis (green)
- Immdraw_Cone(transform_create(vec3(2.0, 0.0, 0.0), quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(0.3, 1.0, 0.3)),
+ Immdraw_Cone(transform_create(vec3(2.0, 0.0, 0.0), quat_from_axis_angle(VEC3_Z, HALF_PI, true),
+ vec3(0.3, 1.0, 0.3)),
vec4(0.0, 1.0, 0.0, 1.0), false);
- Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_Z, HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(0.0, 1.0, 0.0, 1.0),
- false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_Z, HALF_PI, true),
+ vec3(thickness, 1.1, thickness)),
+ vec4(0.0, 1.0, 0.0, 1.0), false);
// Z Axis (red)
- Immdraw_Cone(transform_create(vec3(0.0, 0.0, 2.0), quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(0.3, 1.0, 0.3)),
+ Immdraw_Cone(transform_create(vec3(0.0, 0.0, 2.0), quat_from_axis_angle(VEC3_X, -HALF_PI, true),
+ vec3(0.3, 1.0, 0.3)),
vec4(1.0, 0.0, 0.0, 1.0), false);
- Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_X, -HALF_PI, true), vec3(thickness, 1.1, thickness)), vec4(1.0, 0.0, 0.0, 1.0),
- false);
+ Immdraw_Cylinder(transform_create(VEC3_ZERO, quat_from_axis_angle(VEC3_X, -HALF_PI, true),
+ vec3(thickness, 1.1, thickness)),
+ vec4(1.0, 0.0, 0.0, 1.0), false);
if (draw_debug) {
// draw the player model with shadows