-#include <linmath.h/linmath.h>
+#include <linmath.h>
#include <stdio.h>
#include "client/camera.h"
#include "client/client.h"
.free_data = false,
};
-bool interact_init()
+void interact_init()
{
- if (!shader_program_create(RESSOURCE_PATH "shaders/3d/selection", &shader_prog, NULL)) {
- fprintf(stderr, "[error] failed to create selection shader program\n");
- return false;
- }
-
+ shader_prog = shader_program_create(ASSET_PATH "shaders/3d/selection", NULL);
loc_MVP = glGetUniformLocation(shader_prog, "MVP"); GL_DEBUG
loc_color = glGetUniformLocation(shader_prog, "color"); GL_DEBUG
.scale_type = SCALE_IMAGE,
.affect_parent_scale = false,
.text = NULL,
- .image = texture_load(RESSOURCE_PATH "textures/crosshair.png", false),
+ .image = texture_load(ASSET_PATH "textures/crosshair.png", false),
.text_color = {0.0f, 0.0f, 0.0f, 0.0f},
.bg_color = {0.0f, 0.0f, 0.0f, 0.0f},
});
-
- return true;
}
void interact_deinit()
mesh_destroy(&selection_mesh);
}
+#include "client/client_terrain.h"
+
void interact_tick()
{
bool old_exists = interact_pointed.exists;