Work-in progress scaling of sources in geometry view

This commit is contained in:
brunoherbelin
2020-05-14 17:52:33 +02:00
parent 0e1cbd33f2
commit a0d9b81620
12 changed files with 237 additions and 159 deletions

View File

@@ -377,24 +377,28 @@ void Mesh::accept(Visitor& v)
Frame::Frame(Style style) : Node()
{
overlay_ = nullptr;
shadow_ = nullptr;
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
switch (style) {
case SHARP_LARGE:
border_ = new Mesh("mesh/border_large_sharp.ply");
case SHARP_HANDLES:
border_ = new Mesh("mesh/border_handles_sharp.ply");
overlay_ = new Mesh("mesh/border_handles_overlay.ply");
shadow_ = new Mesh("mesh/shadow.ply", "images/shadow.png");
break;
case SHARP_THIN:
border_ = new Mesh("mesh/border_sharp.ply");
break;
case ROUND_LARGE:
border_ = new Mesh("mesh/border_large_round.ply");
shadow_ = new Mesh("mesh/shadow.ply", "images/shadow.png");
break;
default:
case ROUND_THIN:
border_ = new Mesh("mesh/border_round.ply");
shadow_ = new Mesh("mesh/shadow.ply", "images/shadow.png");
break;
}
overlay_ = nullptr;
shadow_ = new Mesh("mesh/shadow.ply", "images/shadow.png");
color = glm::vec4( 1.f, 1.f, 1.f, 1.f);
}
Frame::~Frame()
@@ -416,7 +420,8 @@ void Frame::draw(glm::mat4 modelview, glm::mat4 projection)
if ( visible_ ) { // not absolutely necessary but saves some CPU time..
// shadow
shadow_->draw( modelview * transform_, projection);
if(shadow_)
shadow_->draw( modelview * transform_, projection);
if (overlay_) {
// overlat is not altered