diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/AssetManager.cpp | 10 | ||||
-rw-r--r-- | src/RendererEntity.cpp | 2 | ||||
-rw-r--r-- | src/RendererSectionData.cpp | 4 | ||||
-rw-r--r-- | src/RendererWorld.cpp | 4 |
4 files changed, 12 insertions, 8 deletions
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index aa796b8..03a672e 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -352,7 +352,7 @@ void ParseBlockModels() { VectorF elementSize(VectorF(t.x, t.y, t.z) / 16.0f); VectorF elementOrigin(VectorF(element.from.x, element.from.y, element.from.z) / 16.0f); - glm::mat4 elementTransform; + glm::mat4 elementTransform = glm::mat4(1.0); if (element.rotationAngle != 0) { static const glm::vec3 xAxis(1.0f, 0.0f, 0.0f); @@ -374,7 +374,7 @@ void ParseBlockModels() { VectorF rotateOrigin(VectorF(element.rotationOrigin.x, element.rotationOrigin.y, element.rotationOrigin.z) / 16.0f); - glm::mat4 rotationMat; + glm::mat4 rotationMat = glm::mat4(1.0); rotationMat = glm::translate(rotationMat, rotateOrigin.glm()); rotationMat = glm::rotate(rotationMat, glm::radians((float)element.rotationAngle), *targetAxis); @@ -410,7 +410,7 @@ void ParseBlockModels() { ParsedFace parsedFace; parsedFace.visibility = face.second.cullface; - glm::mat4 faceTransform; + glm::mat4 faceTransform = glm::mat4(1.0); switch (face.first) { case FaceDirection::down: faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0)); @@ -512,6 +512,7 @@ BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) { if (block.id == 7788) { BlockFaces blockFaces; + blockFaces.transform = glm::mat4(1.0); blockFaces.faces = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.parsedFaces; blockFaces.isBlock = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.IsBlock; for (int i = 0; i < FaceDirection::none; i++) { @@ -540,9 +541,10 @@ BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) { return GetBlockModelByBlockId(BlockId{ 7788,0 }); BlockFaces blockFaces; + blockFaces.transform = glm::mat4(1.0); blockFaces.faces = assetModel->blockModel.parsedFaces; blockFaces.isBlock = assetModel->blockModel.IsBlock; - glm::mat4 transform; + glm::mat4 transform = glm::mat4(1.0); if (model.y != 0) { blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.5f, 0.0f, 0.5f)); diff --git a/src/RendererEntity.cpp b/src/RendererEntity.cpp index 951b1ad..a987139 100644 --- a/src/RendererEntity.cpp +++ b/src/RendererEntity.cpp @@ -145,7 +145,7 @@ RendererEntity::~RendererEntity() { void RendererEntity::Render(RenderState & renderState) { renderState.SetActiveVao(Vao); - glm::mat4 model; + glm::mat4 model = glm::mat4(1.0); Entity& entity = world->GetEntity(entityId); model = glm::translate(model, entity.pos.glm()); model = glm::translate(model, glm::vec3(0, entity.height / 2.0, 0)); diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 1cbb4e9..e72a369 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -29,6 +29,8 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co break; } } + if (faceDirection == FaceDirection::none) + continue; if (visibility[faceDirection]) continue; @@ -110,7 +112,7 @@ RendererSectionData ParseSection(const SectionsData §ions) data.hash = sections.section.GetHash(); data.sectionPos = sections.section.GetPosition(); - glm::mat4 baseOffset = glm::translate(glm::mat4(), (sections.section.GetPosition() * 16).glm()), transform; + glm::mat4 baseOffset = glm::translate(glm::mat4(1.0), (sections.section.GetPosition() * 16).glm()), transform; for (int y = 0; y < 16; y++) { for (int z = 0; z < 16; z++) { diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp index 023ac32..d91ea0e 100644 --- a/src/RendererWorld.cpp +++ b/src/RendererWorld.cpp @@ -304,7 +304,7 @@ void RendererWorld::Render(RenderState & renderState) { if (selectedBlock != Vector()) { glLineWidth(2.0f); { - glm::mat4 model; + glm::mat4 model = glm::mat4(1.0); model = glm::translate(model, selectedBlock.glm()); model = glm::translate(model,glm::vec3(0.5f,0.5f,0.5f)); model = glm::scale(model,glm::vec3(1.01f,1.01f,1.01f)); @@ -345,7 +345,7 @@ void RendererWorld::Render(RenderState & renderState) { viewLoc = glGetUniformLocation(skyShader->Program, "view"); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view)); - glm::mat4 model = glm::mat4(); + glm::mat4 model = glm::mat4(1.0); model = glm::translate(model, gs->player->pos.glm()); const float scale = 1000000.0f; model = glm::scale(model, glm::vec3(scale, scale, scale)); |