bool immobile;
float velspeed;
- float targetrotation;
+ float targetyaw;
float targetrot;
float rot;
float oldrot;
- float lookrotation;
- float lookrotation2;
- float rotation;
- float rotation2;
- float lowrotation;
+ float lookyaw;
+ float lookpitch;
+ float yaw;
+ float pitch;
+ float lowyaw;
float tilt;
float targettilt;
float tilt2;
int direction;
float texupdatedelay;
- float headrotation,headrotation2;
- float targetheadrotation,targetheadrotation2;
+ float headyaw,headpitch;
+ float targetheadyaw,targetheadpitch;
bool onterrain;
bool pause;
void DoHead();
void DoMipmaps()
{
- glBindTexture(GL_TEXTURE_2D, skeleton.drawmodel.textureptr);
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB,
- skeleton.skinsize,
- skeleton.skinsize,
- GL_RGB, GL_UNSIGNED_BYTE,
- &skeleton.skinText[0]);
+ skeleton.drawmodel.textureptr.bind();
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skeleton.skinsize, skeleton.skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, &skeleton.skinText[0]);
}
int SphereCheck(XYZ *p1,float radius, XYZ *p, XYZ *move, float *rotate, Model *model);