fixups
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9e9550885f
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de0eb0790a
@ -150,7 +150,7 @@ pub fn generate_indexed_models(dom:rbx_dom_weak::WeakDom) -> crate::model::Index
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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);
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);
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if object.name=="MapStart"{
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if object.name=="MapStart"{
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spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0);
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spawn_point=model_transform.transform_point3(-glam::Vec3::Y)+glam::vec3(0.0,2.5+0.1,0.0);
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println!("Found MapStart{:?}",spawn_point);
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println!("Found MapStart{:?}",spawn_point);
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}
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}
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if *transparency==1.0 {
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if *transparency==1.0 {
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@ -93,7 +93,7 @@ impl GraphicsData {
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}
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}
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println!("Physics Objects: {}",self.physics.models.len());
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println!("Physics Objects: {}",self.physics.models.len());
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}
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}
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fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,mut indexed_models:model::IndexedModelInstances){
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fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:model::IndexedModelInstances){
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//generate texture view per texture
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//generate texture view per texture
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//idk how to do this gooder lol
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//idk how to do this gooder lol
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@ -174,7 +174,7 @@ impl GraphicsData {
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//check each group, if it's using a new texture then make a new clone of the model
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//check each group, if it's using a new texture then make a new clone of the model
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let id=unique_texture_models.len();
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let id=unique_texture_models.len();
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let mut unique_textures=Vec::new();
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let mut unique_textures=Vec::new();
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for group in model.groups.drain(..){
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for group in model.groups.into_iter(){
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//ignore zero coppy optimization for now
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//ignore zero coppy optimization for now
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==group.texture){
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==group.texture){
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texture_index
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texture_index
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@ -238,7 +238,7 @@ impl GraphicsData {
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texture:model.texture,
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texture:model.texture,
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});
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});
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}
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}
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//drain the modeldata vec so entities can be /moved/ to models.entities
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//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
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let mut model_count=0;
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let mut model_count=0;
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let mut instance_count=0;
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let mut instance_count=0;
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let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
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let uniform_buffer_binding_size=<GraphicsData as framework::Example>::required_limits().max_uniform_buffer_binding_size as usize;
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