index b3c3f4a..0071af4 100644 (file)
--- a/helper.c
+++ b/helper.c
* @param z2 bottom-left z
*/
void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {
-/*
if ( drawFloorRecurse != recurseLevel ) {
// Calculate middle points
float xm = (x1 + x2) / 2.0;
@@ -233,11 +232,7 @@ void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {

} else {
// Draw square.
-    // **NOTE: Is the polygon facing in the right direction?
-
-    float xm = (x1 + x2) / 2.0;
-    drawSquare(recurseLevel, )
-
+    // **NOTE: We're drawing large strips, instead of squares, which might cause a lighting problem
glNormal3f(0,1,0);
glVertex3f(x1, 0.0, z1);
@@ -245,30 +240,7 @@ void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {
glVertex3f(x2, 0.0, z2);
glVertex3f(x2, 0.0, z1);
glEnd();
-  }*/
-
- unsigned int GridSizeX = 16;
-       unsigned int GridSizeY = 16;
-       unsigned int SizeX = 8;
-       unsigned int SizeY = 8;
-
-       for (unsigned int x =0;x<GridSizeX;++x)
-               for (unsigned int y =0;y<GridSizeY;++y)
-               {
-                       if ((x+y)&0x00000001) //modulo 2
-                               glColor3f(1.0f,1.0f,1.0f); //white
-                       else
-                               glColor3f(0.0f,0.0f,0.0f); //black
-
-                       glVertex3f(    x*SizeX,0.0,     y*SizeY);
-                       glVertex3f((x+1)*SizeX,0.0,     y*SizeY);
-                       glVertex3f((x+1)*SizeX,0.0, (y+1)*SizeY);
-                       glVertex3f(    x*SizeX,0.0, (y+1)*SizeY);
-
-               }
-       glEnd();
-
+  }
}

/**
@@ -282,24 +254,25 @@ void drawFloor() {
* Draw x, z axis on floor
*/
void drawLine() {
-    // **NOTE: fix function
-    glDisable(GL_TEXTURE_2D);
-    glDisable(GL_LIGHTING);
-    //glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-    glColor3f( 0.0, 0.0, 0.0 );
-
-    glBegin(GL_LINES);
+  // **NOTE: Function does not currently draw arrow-heads
+
+  glDisable(GL_TEXTURE_2D);
+  glDisable(GL_LIGHTING);
+  glEnable(GL_BLEND);
+  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+  glColor3f( 0.0, 0.0, 0.0 );
+
+  glBegin(GL_LINES);
glVertex3i(  lineLength, 0.0, 0.0 );
glVertex3i( -lineLength, 0.0, 0.0 );
-    glEnd();
+  glEnd();

-    glBegin(GL_LINES);
+  glBegin(GL_LINES);
glVertex3i( 0.0, 0.0,  lineLength );
glVertex3i( 0.0, 0.0, -lineLength );
-    glEnd();
+  glEnd();

-    //glDisable(GL_BLEND);
-    glEnable(GL_LIGHTING);
-    glEnable(GL_TEXTURE_2D);
+  glDisable(GL_BLEND);
+  glEnable(GL_LIGHTING);
+  glEnable(GL_TEXTURE_2D);
}
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