当前位置: 首页>>代码示例>>C++>>正文


C++ renderer::TexCoord2d方法代码示例

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.........
开发者ID:haozi23333,项目名称:NEWorld,代码行数:101,代码来源:OnlinePlayer.cpp


注:本文中的renderer::TexCoord2d方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。