add scale factor to obj shader and scale tank object up

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josh committed 2012-09-08 00:15:41 -04:00
1 parent abb0d99553
commit 22b52f5fcc
2 files changed
+7 -4

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+4 -3
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@@ -183,9 +183,9 @@ void Client::update(double elapsed_time)
void Client::draw_players()
{
GLint uniform_locations[4];
const char *uniforms[] = { "ambient", "diffuse", "specular", "shininess" };
m_obj_program.get_uniform_locations(uniforms, 4, uniform_locations);
GLint uniform_locations[5];
const char *uniforms[] = { "ambient", "diffuse", "specular", "shininess", "scale" };
m_obj_program.get_uniform_locations(uniforms, 5, uniform_locations);
glPushMatrix();
glTranslatef(m_player->x, m_player->y, 40);
glRotatef(m_player->direction * 180.0 / M_PI, 0, 0, 1);
@@ -198,6 +198,7 @@ void Client::draw_players()
stride, (GLvoid *) m_tank_obj.getVertexOffset());
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
stride, (GLvoid *) m_tank_obj.getNormalOffset());
glUniform1f(uniform_locations[4], 20.0f);
for (map<string, WFObj::Material>::iterator it =
m_tank_obj.getMaterials().begin();
it != m_tank_obj.getMaterials().end();