WIP: Success. Let address (line 906) be 0, 1, 2 or 3 and enjoy (now, a lot of cleaning to do)
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@ -903,13 +903,13 @@ void __attribute__((optimize("no-unroll-loops"))) main_test_graphics (void)
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0,//rand() % space_Y, // y
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0);//rand() % space_Z); // z
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int address = 3;
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int address = 0;
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if (1) printf("buffer_lines_0_arrow = %d address = %d buffer_lines_size = %d >>>", buffer_lines_0_arrow, address, buffer_lines_size);
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buffer_lines_origin [(long) buffer_lines_0_arrow + address * 2 + 0] = buffer_lines_origin[(long) buffer_lines_size - 2];
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buffer_lines_origin [(long) buffer_lines_0_arrow + address * 2 + 1] = buffer_lines_origin[(long) buffer_lines_size - 1];
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/* buffer_lines_origin [(long) buffer_lines_0_arrow + address * 2 + 0] = buffer_lines_origin[(long) buffer_lines_size - 2]; */
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/* buffer_lines_origin [(long) buffer_lines_0_arrow + address * 2 + 1] = buffer_lines_origin[(long) buffer_lines_size - 1]; */
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buffer_lines_size -= 2;
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/* buffer_lines_size -= 2; */
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void *new_arrows_lines_ptr = g_realloc(buffer_lines_origin, buffer_lines_size * sizeof(GLfloat));
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if (new_arrows_lines_ptr) buffer_lines_origin = new_arrows_lines_ptr;
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@ -920,7 +920,6 @@ void __attribute__((optimize("no-unroll-loops"))) main_test_graphics (void)
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 0] = buffer_vertex_origin[(long) buffer_vertex_size - 6];
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 1] = buffer_vertex_origin[(long) buffer_vertex_size - 5];
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 2] = buffer_vertex_origin[(long) buffer_vertex_size - 4];
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 3] = buffer_vertex_origin[(long) buffer_vertex_size - 3];
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 4] = buffer_vertex_origin[(long) buffer_vertex_size - 2];
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buffer_vertex_origin [(long) buffer_vertex_0_arrow + address * 6 + 5] = buffer_vertex_origin[(long) buffer_vertex_size - 1];
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