static void moveCameraTo(const Scene* anchor) {
glMatrixMode(GL_PROJECTION);
- Vector3D pos = translationOf(worldTransform(anchor));
+ Vector pos = translationOf(worldTransform(anchor));
glTranslatef(-pos.x, -pos.y, -pos.z);
}
glBegin(GL_LINES);
for (size_t i = 0; i < face.numIndices; ++i) {
size_t vertIndex = face.indices[i];
- Vector3D vertex = mesh.vertices[vertIndex];
- Vector3D normal = face.normals[i];
+ Vector vertex = mesh.vertices[vertIndex];
+ Vector normal = face.normals[i];
glColor3f(absolute(normal.x), absolute(normal.y), absolute(normal.z));
glVertex3f(vertex.x, vertex.y, vertex.z);
glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
size_t vertIndex = face.indices[i];
if (face.normals) {
if (mesh.textureCoords) {
- Vector3D coords = mesh.textureCoords[vertIndex];
+ Vector coords = mesh.textureCoords[vertIndex];
glTexCoord2f(coords.x, coords.y);
}
- Vector3D normal = face.normals[i];
+ Vector normal = face.normals[i];
glNormal3f(normal.x, normal.y, normal.z);
}
- Vector3D vertex = mesh.vertices[vertIndex];
+ Vector vertex = mesh.vertices[vertIndex];
glVertex3f(vertex.x, vertex.y, vertex.z);
}