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// renderparticles.cpp
#include "cube.h"
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle {
OFVector3D o, d;
int fade, type;
int millis;
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// renderparticles.cpp
#include "cube.h"
#import "DynamicEntity.h"
const int MAXPARTICLES = 10500;
const int NUMPARTCUTOFF = 20;
struct particle {
OFVector3D o, d;
int fade, type;
int millis;
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}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(player1->o, nom, 100000000, 8);
}
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
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}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(player1.o, nom, 100000000, 8);
}
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
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