glVertex3f(p0Up.x, p0Up.y, p0Up.z ); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(p0Up.x, p0Up.y, p0Up.z ); glVertex3f(ppUp.x, ppUp.y, ppUp.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(p0Up.x, p0Up.y, p0Left.z ); glVertex3f(p0Right.x, p0Right.y, p0Right.z); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(p0Up.x, p0Up.y, p0Left.z ); glVertex3f(p0Left.x, p0Left.y, p0Left.z ); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(ppUp.x, ppUp.y, ppLeft.z ); glVertex3f(ppRight.x, ppRight.y, ppRight.z); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(ppUp.x, ppUp.y, ppLeft.z ); glVertex3f(ppLeft.x, ppLeft.y, ppLeft.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glEnd(); } } } }} void ParticleSystem::renderEmitter(int e, float size) { glm::vec3 v = _emitter[e].direction * size; glColor3f(0.4f, 0.4, 0.8); glBegin(GL_LINES); glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z); glVertex3f(_emitter[e].position.x + v.x, _emitter[e].position.y + v.y, _emitter[e].position.z + v.z); glEnd();} Lines 501–547 of 547. Previous lines
glVertex3f(p0Up.x, p0Up.y, p0Up.z ); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(p0Up.x, p0Up.y, p0Up.z ); glVertex3f(ppUp.x, ppUp.y, ppUp.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(p0Up.x, p0Up.y, p0Left.z ); glVertex3f(p0Right.x, p0Right.y, p0Right.z); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(p0Up.x, p0Up.y, p0Left.z ); glVertex3f(p0Left.x, p0Left.y, p0Left.z ); glVertex3f(p0Down.x, p0Down.y, p0Down.z ); glVertex3f(ppUp.x, ppUp.y, ppLeft.z ); glVertex3f(ppRight.x, ppRight.y, ppRight.z); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glVertex3f(ppUp.x, ppUp.y, ppLeft.z ); glVertex3f(ppLeft.x, ppLeft.y, ppLeft.z ); glVertex3f(ppDown.x, ppDown.y, ppDown.z ); glEnd(); } } } } } void ParticleSystem::renderEmitter(int e, float size) { glm::vec3 v = _emitter[e].direction * size; glColor3f(0.4f, 0.4, 0.8); glBegin(GL_LINES); glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z); glVertex3f(_emitter[e].position.x + v.x, _emitter[e].position.y + v.y, _emitter[e].position.z + v.z); glEnd(); }