remove glm swizzling for better debugability
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@@ -214,10 +214,10 @@ void ui::Plane::update_vertices(const glm::vec4* data)
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static vertex_t vertices[4];
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glm::vec2 mid;
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segments_intersect(data[0].xy, data[2].xy, data[1].xy, data[3].xy, mid);
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segments_intersect(xy(data[0]), xy(data[2]), xy(data[1]), xy(data[3]), mid);
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static float d[4];
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for (int i = 0; i < 4; i++)
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d[i] = glm::distance(data[i].xy(), mid);
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d[i] = glm::distance(xy(data[i]), mid);
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vertices[0] = { data[0],{ 0, 0 } }; // A
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vertices[1] = { data[1],{ 0, 1 } }; // B
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@@ -385,8 +385,8 @@ void Rounded::create_impl(float w, float h, float r, int div, GLushort* idx, GLu
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for (int i = 1; i < div; i++)
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{
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float t = (float)(i) / div;
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auto p = glm::normalize(glm::mix(v[a].pos.xyz()-v[c].pos.xyz(), v[b].pos.xyz()-v[c].pos.xyz(), t));
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v[n].pos = glm::vec4(p * r + v[c].pos.xyz(), 1);
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auto p = glm::normalize(glm::mix(xyz(v[a].pos)-xyz(v[c].pos), xyz(v[b].pos)-xyz(v[c].pos), t));
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v[n].pos = glm::vec4(p * r + xyz(v[c].pos), 1.0f);
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v[n].uvs = glm::normalize(glm::mix(v[a].uvs-v[c].uvs, v[b].uvs-v[c].uvs, t)) * glm::vec2(r/w, r/h) + v[c].uvs;
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idx_tmp[i] = n;
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n++;
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