[Change] It's about time I optimised space_render.
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							| @ -958,7 +958,7 @@ int space_load(void) { | ||||
| void space_render(double dt) { | ||||
|   int i; | ||||
|   unsigned int t, timer; | ||||
|   double x, y, m; | ||||
|   double x, y, m, b; | ||||
| 
 | ||||
|   glMatrixMode(GL_MODELVIEW); | ||||
|   glPushMatrix(); // Translation matrix.
 | ||||
| @ -992,26 +992,30 @@ void space_render(double dt) { | ||||
|     glShadeModel(GL_FLAT); | ||||
| 
 | ||||
|   } else { | ||||
|     glBegin(GL_POINTS); | ||||
|     glBegin(GL_POINTS); // Normal rendering.
 | ||||
|     if(!paused && !player_isFlag(PLAYER_DESTROYED)) { // Update position.
 | ||||
|       for(i = 0; i < nstars; i++) { | ||||
|         b = 13.-10.*stars[i].brightness; | ||||
|         stars[i].x -= player->solid->vel.x/b*dt; | ||||
|         stars[i].y -= player->solid->vel.y/b*dt; | ||||
|          | ||||
|     for(i = 0; i < nstars; i++) { | ||||
|       if(!paused && !toolkit) { | ||||
|         // Update position.
 | ||||
|         if(!player_isFlag(PLAYER_DESTROYED)) { | ||||
|           stars[i].x -= VX(player->solid->vel)/(13.-10.*stars[i].brightness)*dt; | ||||
|           stars[i].y -= VY(player->solid->vel)/(13.-10.*stars[i].brightness)*dt; | ||||
|         } | ||||
|         // Scroll those stars bitch!
 | ||||
|         // Check for boundaries.
 | ||||
|         if(stars[i].x > gl_screen.w + STAR_BUF) stars[i].x = -STAR_BUF; | ||||
|         else if(stars[i].x < -STAR_BUF) stars[i].x = gl_screen.w + STAR_BUF; | ||||
|         if(stars[i].y > gl_screen.h + STAR_BUF) stars[i].y = -STAR_BUF; | ||||
|         else if(stars[i].y < -STAR_BUF) stars[i].y = gl_screen.h + STAR_BUF; | ||||
| 
 | ||||
|         // Render.
 | ||||
|         glColor4d(1., 1., 1., stars[i].brightness); | ||||
|         glVertex2d(stars[i].x, stars[i].y); | ||||
|       } | ||||
|     } else { // Just render.
 | ||||
|       for(i = 0; i < nstars; i++) { | ||||
|         glColor4d(1., 1., 1., stars[i].brightness); | ||||
|         glVertex2d(stars[i].x, stars[i].y); | ||||
|       } | ||||
|       // Render.
 | ||||
|       glColor4d(1., 1., 1., stars[i].brightness); | ||||
|       glVertex2d(stars[i].x, stars[i].y); | ||||
|     } | ||||
|     glEnd(); | ||||
|     glEnd(); // GL_POINTS
 | ||||
|   } | ||||
|   glPopMatrix(); // Translation matrix.
 | ||||
| } | ||||
|  | ||||
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