Use artist's cowboy mesh for every NPC

main
Cameron Murphy Reikes 11 months ago
parent c991047524
commit dc731fafeb

@ -28,7 +28,6 @@ def write_u64(f, number: int):
def write_string(f, s: str):
encoded = s.encode("utf8")
write_u64(f, len(encoded))
print(f"Writing string '{s}' of length {len(encoded)}")
f.write(encoded)

BIN
art/art.blend (Stored with Git LFS)

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art/gigatexture.png (Stored with Git LFS)

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@ -4378,13 +4378,13 @@ void frame(void)
draw_placed(view, projection, cur);
}
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(gs.player->pos), V3(0,1,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, });
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(gs.player->pos), V3(0,0,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, });
ENTITIES_ITER(gs.entities)
{
if(it->is_npc)
{
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(it->pos), V3(0,1,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, });
draw_placed(view, projection, &(PlacedMesh){.draw_with = &mesh_player, .t = (Transform){.offset = AddV3(plane_point(it->pos), V3(0,0,0)), .rotation = Make_Q(0, 0, 0, 1), .scale = V3(1, 1, 1)}, });
}
}

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