本文整理汇总了C++中renderer::TexCoord2d方法的典型用法代码示例。如果您正苦于以下问题:C++ renderer::TexCoord2d方法的具体用法?C++ renderer::TexCoord2d怎么用?C++ renderer::TexCoord2d使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类renderer
的用法示例。
在下文中一共展示了renderer::TexCoord2d方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GenVAOVBO
void OnlinePlayer::GenVAOVBO(int skinID) {
if (skinID == 0) { //ĬÈÏƤ·ô
using renderer::TexCoord2d;
using renderer::Vertex3f;
renderer::Init();
//===Head===
//Left
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 8); Vertex3f(-0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 8); Vertex3f(-0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 8); Vertex3f(-0.141f, 0.141f, 0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 8); Vertex3f(-0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 6); Vertex3f(-0.141f, -0.375, -0.141f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 6); Vertex3f(-0.141f, -0.375, 0.141f);
//Right
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 8); Vertex3f(0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 8); Vertex3f(0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 4); Vertex3f(0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 4); Vertex3f(0.141f, 0.141f, 0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 2); Vertex3f(0.141f, -0.375, 0.141f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 2); Vertex3f(0.141f, -0.375, -0.141f);
//Front
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 8); Vertex3f(0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 8); Vertex3f(-0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 6); Vertex3f(0.141f, 0.141f, 0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 6); Vertex3f(-0.141f, 0.141f, 0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 4); Vertex3f(-0.141f, -0.375, 0.141f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 4); Vertex3f(0.141f, -0.375, 0.141f);
//Back
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 8); Vertex3f(-0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 8); Vertex3f(0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 2); Vertex3f(-0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 2); Vertex3f(0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 0); Vertex3f(0.141f, -0.375, -0.141f);
TexCoord2d(1.0 / 8 * 8, 1.0 / 8 * 0); Vertex3f(-0.141f, -0.375, -0.141f);
//Top
TexCoord2d(1.0 / 8 * 5, 1.0 / 8 * 8); Vertex3f(0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 8); Vertex3f(-0.125f, 0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 7); Vertex3f(-0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 5, 1.0 / 8 * 7); Vertex3f(0.125f, 0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 8); Vertex3f(0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 6, 1.0 / 8 * 8); Vertex3f(-0.141f, 0.141f, -0.141f);
TexCoord2d(1.0 / 8 * 6, 1.0 / 8 * 7); Vertex3f(-0.141f, 0.141f, 0.141f);
TexCoord2d(1.0 / 8 * 7, 1.0 / 8 * 7); Vertex3f(0.141f, 0.141f, 0.141f);
//Bottom
TexCoord2d(1.0 / 8 * 6, 1.0 / 8 * 8); Vertex3f(-0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 5, 1.0 / 8 * 8); Vertex3f(0.125f, -0.125f, -0.125f);
TexCoord2d(1.0 / 8 * 5, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, 0.125f);
TexCoord2d(1.0 / 8 * 6, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, 0.125f);
//===Body===
//Left
TexCoord2d(1.0 / 8 * 2.5, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, 0.0625f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, -0.0625f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, -0.0625f);
TexCoord2d(1.0 / 8 * 2.5, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, 0.0625f);
//Right
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, -0.0625f);
TexCoord2d(1.0 / 8 * 2.5, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, 0.0625f);
TexCoord2d(1.0 / 8 * 2.5, 1.0 / 8 * 5); Vertex3f(0.125f, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 3, 1.0 / 8 * 5); Vertex3f(0.125f, -0.625f, -0.0625f);
//Front
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, 0.0625f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, 0.0625f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 5); Vertex3f(0.125f, -0.625f, 0.0625f);
//Back
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 7); Vertex3f(-0.125f, -0.125f, -0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 7); Vertex3f(0.125f, -0.125f, -0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 5); Vertex3f(0.125f, -0.625f, -0.0625f);
TexCoord2d(1.0 / 8 * 2, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, -0.0625f);
//===Left leg===
//Left
TexCoord2d(1.0 / 8 * 0.5, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, -0.0625f);
TexCoord2d(1.0 / 8 * 0, 1.0 / 8 * 2); Vertex3f(-0.125f, -1.375, -0.0625f);
TexCoord2d(1.0 / 8 * 0.5, 1.0 / 8 * 2); Vertex3f(-0.125f, -1.375, 0.0625f);
TexCoord2d(1.0 / 8 * 4.5, 1.0 / 8 * 5); Vertex3f(-0.141f, -0.625f, 0.0785);
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 5); Vertex3f(-0.141f, -0.625f, -0.0785);
TexCoord2d(1.0 / 8 * 4, 1.0 / 8 * 2); Vertex3f(-0.141f, -1.391, -0.0785);
TexCoord2d(1.0 / 8 * 4.5, 1.0 / 8 * 2); Vertex3f(-0.141f, -1.391, 0.0785);
//Right
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 5); Vertex3f(0, -0.625f, -0.0625f);
TexCoord2d(1.0 / 8 * 0.5, 1.0 / 8 * 5); Vertex3f(0, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 0.5, 1.0 / 8 * 2); Vertex3f(0, -1.375, 0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 2); Vertex3f(0, -1.375, -0.0625f);
//Front
TexCoord2d(1.0 / 8 * 1.5, 1.0 / 8 * 5); Vertex3f(0, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 5); Vertex3f(-0.125f, -0.625f, 0.0625f);
TexCoord2d(1.0 / 8 * 1, 1.0 / 8 * 2); Vertex3f(-0.125f, -1.375, 0.0625f);
TexCoord2d(1.0 / 8 * 1.5, 1.0 / 8 * 2); Vertex3f(0, -1.375, 0.0625f);
//.........这里部分代码省略.........