]> git.localhorst.tv Git - blobs.git/blobdiff - src/world/world.cpp
creature skin overhaul
[blobs.git] / src / world / world.cpp
index 19f6f4af6603607c3eb709a832defcad0215a26c..dd7d28d3d06d34c92095df1a4c126ba8a44e2bd5 100644 (file)
@@ -138,11 +138,15 @@ glm::dmat4 Body::FromUniverse() const noexcept {
        return m;
 }
 
+namespace {
+std::vector<creature::Creature *> ccache;
+}
+
 void Body::Tick(double dt) {
        rotation += dt * AngularMomentum() / Inertia();
        Cache();
-       for (creature::Creature *c : Creatures()) {
-               // TODO: this is self modifying, fix it fix it fix it
+       ccache = Creatures();
+       for (creature::Creature *c : ccache) {
                c->Tick(dt);
        }
        for (auto c = Creatures().begin(); c != Creatures().end();) {
@@ -343,34 +347,34 @@ void Planet::BuildVAO(const Set<TileType> &ts) {
                        for (int y = 0; y < sidelength; ++y) {
                                for (int x = 0; x < sidelength; ++x, ++index) {
                                        float tex = ts[TileAt(surface, x, y).type].texture;
-                                       const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
-                                       const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
+                                       const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
+                                       const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
                                        attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
                                        attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
                                        attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
-                                       attrib[4 * index + 0].tex_coord[1] = 1.0f;
+                                       attrib[4 * index + 0].tex_coord[0] = 0.0f;
+                                       attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
                                        attrib[4 * index + 0].tex_coord[2] = tex;
 
                                        attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
                                        attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
                                        attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 1].tex_coord[0] = tex_u_end;
-                                       attrib[4 * index + 1].tex_coord[1] = 1.0f;
+                                       attrib[4 * index + 1].tex_coord[0] = 0.0f;
+                                       attrib[4 * index + 1].tex_coord[1] = tex_v_end;
                                        attrib[4 * index + 1].tex_coord[2] = tex;
 
                                        attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
                                        attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
                                        attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
-                                       attrib[4 * index + 2].tex_coord[1] = 0.0f;
+                                       attrib[4 * index + 2].tex_coord[0] = 1.0f;
+                                       attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
                                        attrib[4 * index + 2].tex_coord[2] = tex;
 
                                        attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
                                        attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
                                        attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
-                                       attrib[4 * index + 3].tex_coord[0] = tex_u_end;
-                                       attrib[4 * index + 3].tex_coord[1] = 0.0f;
+                                       attrib[4 * index + 3].tex_coord[0] = 1.0f;
+                                       attrib[4 * index + 3].tex_coord[1] = tex_v_end;
                                        attrib[4 * index + 3].tex_coord[2] = tex;
                                }
                        }