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372 | randlvl2->show (); |
372 | randlvl2->show (); |
373 | |
373 | |
374 | entity *randlvl3 = r.draw (100, 30, 3); |
374 | entity *randlvl3 = r.draw (100, 30, 3); |
375 | randlvl3->move (vec3 (-1000, 0, 0)); |
375 | randlvl3->move (vec3 (-1000, 0, 0)); |
376 | randlvl3->show (); |
376 | randlvl3->show (); |
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377 | |
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378 | |
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379 | entity *randlvl4 = r.draw (100, 1000000, 100000); |
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380 | randlvl4->move (vec3 (0, -1001000, 0)); |
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381 | randlvl4->show (); |
377 | } |
382 | } |
378 | |
383 | |
379 | //draw_floor (10, -500, -10, -1000); |
384 | //draw_floor (10, -500, -10, -1000); |
380 | draw_level (); |
385 | draw_level (); |
381 | |
386 | |
… | |
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436 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
441 | camera.p = camera.p - camera.u * (camera_velocity_factor * timer.diff) * camera_velocity.y; |
437 | |
442 | |
438 | //mylight.orig = camera.orig; |
443 | //mylight.orig = camera.orig; |
439 | //mylight.p = camera.p; |
444 | //mylight.p = camera.p; |
440 | |
445 | |
441 | //mylight2.orig = camera.orig; |
446 | mylight2.orig = camera.orig; |
442 | //mylight2.p = camera.p + vec3 (sin (timer.now * 2) * 100, 1, cos (timer.now * 2) * 100); |
447 | mylight2.p = vec3 (sin (timer.now / 2) * 100000, 1, cos (timer.now / 2) * 100000); |
443 | |
448 | |
444 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
449 | //mylight.intensity = max (sinf (timer.now) + 1.2F, 0.2F); |
445 | |
450 | |
446 | camera.begin (); |
451 | camera.begin (); |
447 | camera.render (pass_depth); |
452 | camera.render (pass_depth); |