ref: 0aefb6df51b29b022ec16394ce1a2132e9d41ac1
parent: 7fdc25da4dc85bc6902f6ecdabccf55e601146de
author: rodri <rgl@antares-labs.eu>
date: Wed Oct 2 16:48:34 EDT 2024
fixes and improvements.
--- a/procgen.c
+++ b/procgen.c
@@ -131,8 +131,8 @@
}
Shadertab shaders = {
- .vshader = vs,
- .fshader = fs
+ .vs = vs,
+ .fs = fs
};
void
--- a/vis.c
+++ b/vis.c
@@ -236,9 +236,9 @@
Δorient = mulq(orient, invq(Δorient));
for(e = scene->ents.next; e != &scene->ents; e = e->next){
- e->bx = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->bx))), invq(Δorient))));
- e->by = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->by))), invq(Δorient))));
- e->bz = vcs2world(maincam, Vecquat(mulq(mulq(Δorient, Quatvec(0, world2vcs(maincam, e->bz))), invq(Δorient))));
+ e->bx = vcs2world(maincam, qsandwichpt3(Δorient, world2vcs(maincam, e->bx)));
+ e->by = vcs2world(maincam, qsandwichpt3(Δorient, world2vcs(maincam, e->by)));
+ e->bz = vcs2world(maincam, qsandwichpt3(Δorient, world2vcs(maincam, e->bz)));
}
}else{ /* DBG only */
Framebuf *fb;