//.with_fullscreen(glutin::get_primary_monitor())
.with_depth_buffer(24)
.with_vsync()
- .with_title(format!("MandelWow"))
+ .with_srgb(Some(true))
+ .with_title("MandelWow")
.build_glium()
+ //.build_glium_debug(glium::debug::DebugCallbackBehavior::PrintAll)
.unwrap();
gl_info(&display);
zmax: 1.1,
};
let mandelwow_bbox = bounding_box::BoundingBox::new(&display, &bounds, &bounding_box_program);
- let shaded_cube = ShadedCube::new(&display, &Cube::default(), &shaded_program);
+ let shaded_cube = ShadedCube::new(&display, &shaded_program);
const SEA_XSIZE: usize = 24;
const SEA_ZSIZE: usize = 20;
let mut hit_time = 0.0f32;
set_main_loop_callback(|| {
let new_hit = sound::hit_event(&mut soundplayer);
- if new_hit != last_hit {
+ if new_hit > last_hit {
hit_time = t;
}
last_hit = new_hit;
for x in 0..SEA_XSIZE {
for z in 0..SEA_ZSIZE {
- let wave = (((x as f32 / SEA_XSIZE as f32 * PI * 5.0 + t * 2.0)).sin() +
- ((z as f32 / SEA_ZSIZE as f32 * PI * 3.0 + t * 3.0)).sin()) * 0.3;
+ let wave = ((x as f32 / SEA_XSIZE as f32 * PI * 5.0 + t * 2.0).sin() +
+ (z as f32 / SEA_ZSIZE as f32 * PI * 3.0 + t * 3.0).sin()) * 0.3;
let model = Matrix4::from_translation(sea[x][z] + Vector3 {x: 0., y: wave, z: 0.});
let uniforms = uniform! {
model: array4x4(model),
.with_depth_buffer(24)
.rebuild_glium(&display).unwrap();
} else {
- //glutin::WindowBuilder::new()
- // .rebuild_glium(&display).unwrap();
+ glutin::WindowBuilder::new()
+ .rebuild_glium(&display).unwrap();
}
},
ev => camera.process_input(&ev),