Viewing Paths
by Erik Madison · in Torque Game Engine Advanced · 11/16/2005 (12:05 pm) · 0 replies
While I'm on the viewing kick, here's another one. I'm still stuck in primbuilder mode, but since it's editor only, it's not a big deal.
simpath.cpp
simpath.cpp
void wireWedge(F32 size, Point3F pos)
{
GFX->pushWorldMatrix();
GFX->setCullMode( GFXCullNone );
GFX->setTexture(0, NULL);
GFX->setTextureStageColorOp( 0, GFXTOPDisable );
GFX->setZEnable( true );
PrimBuild::color3f( 0, 1.0, 0 );
for(U32 j = 0; j < 4; j++)
{
PrimBuild::begin( GFXTriangleFan, 4 );
for(U32 k = 0; k < 3; k++) {
int idx = wedgeFaces[j][k];
PrimBuild::vertex3f( wedgePoints[idx].x * size + pos.x, wedgePoints[idx].y * size + pos.y, wedgePoints[idx].z * size + pos.z );
}
PrimBuild::end();
}
GFX->setZEnable( true );
GFX->popWorldMatrix();
}About the author