drawing orb in the correct order now
git-svn-id: svn://anubis/dwscr/trunk@107 5bef9df8-b654-44bb-925b-0ff18baa8f8c
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@ -190,15 +190,24 @@ void LightBounce::update()
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for (int i = 0; i < numMonitors; i++)
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{
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bool drewOrb = false;
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float orbDx = viewer_x - m_orb_pos[0];
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float orbDy = viewer_y - m_orb_pos[1];
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float orbDz = viewer_z - m_orb_pos[2];
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float orbDist = (orbDx * orbDx) + (orbDy * orbDy) + (orbDz * orbDz);
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glViewport(i*width/numMonitors, 0, width/numMonitors, height);
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glLoadIdentity();
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gluLookAt(viewer_x, viewer_y, viewer_z, 0, 0, 0, 0, 1, 0);
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for (int i = 0, sz = m_boxes.size(); i < sz; i++)
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{
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if (m_boxes[i]->getDist() < orbDist && !drewOrb)
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{
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glCallList(m_orb_dl);
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drewOrb = true;
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}
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m_boxes[i]->draw();
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}
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glTranslatef(m_orb_pos[0], m_orb_pos[1], m_orb_pos[2]);
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glCallList(m_orb_dl);
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}
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SDL_GL_SwapBuffers();
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}
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