, far(-100.0f)
, projection(glm::ortho(0.0f, 1.0f, 1.0f, 0.0f, near, far))
, view(glm::translate(glm::mat4(1.0f), glm::vec3(-0.5f, -0.5f, 0))) {
- block_transform = glm::translate(block_transform, glm::vec3(35.0f, 80.0f, 0.0f));
+ block_transform = glm::translate(block_transform, glm::vec3(50.0f, 50.0f, 0.0f));
block_transform = glm::scale(block_transform, glm::vec3(50.0f));
block_transform = glm::rotate(block_transform, 3.5f, glm::vec3(1.0f, 0.0f, 0.0f));
block_transform = glm::rotate(block_transform, 0.85f, glm::vec3(0.0f, 1.0f, 0.0f));
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
+ crosshair.indices = std::vector<OutlineModel::Index>({
+ 0, 1, 2, 3
+ });
crosshair.colors.resize(4, { 10.0f, 10.0f, 10.0f });
crosshair.Invalidate();
}
void HUD::Display(const BlockType &type) {
block.Clear();
- type.FillModel({ 0.0f, 0.0f, 0.0f }, block);
+ type.FillModel(block);
block_visible = type.visible;
}