texturing TPs
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obj/display.o
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obj/display.o
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obj/main.o
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obj/main.o
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@ -170,6 +170,7 @@ void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsig
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->map[k], offx, offy, offz);
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->map[k], offx, offy, offz);
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}
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}
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}
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}
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glBindTexture(GL_TEXTURE_2D, textures[6]);
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for(int k = 0; k < rtd->tps_size; k++) {
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for(int k = 0; k < rtd->tps_size; k++) {
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if(is_visible(rtd->tps[k]->hitbox, offx, offy, offz)) {
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if(is_visible(rtd->tps[k]->hitbox, offx, offy, offz)) {
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->tps[k]->hitbox, offx, offy, offz);
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gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->tps[k]->hitbox, offx, offy, offz);
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@ -440,6 +440,7 @@ int main_alt() {
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generate_texture(3, "res/money.png", PNG);
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generate_texture(3, "res/money.png", PNG);
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generate_texture(4, "res/container.jpg", JPG);
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generate_texture(4, "res/container.jpg", JPG);
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generate_texture(5, "res/steel.jpeg", JPEG);
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generate_texture(5, "res/steel.jpeg", JPEG);
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generate_texture(6, "res/gateway.jpeg", JPEG);
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printf("-----------------------------------------------------------------------------------------------\n"); fflush(stdout);
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printf("-----------------------------------------------------------------------------------------------\n"); fflush(stdout);
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