Ça ma plait bien, ces flèches dessinées par un seul trait. C'est lisible.
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@ -124,30 +124,33 @@ int write_one_arrow_vertex (int offset_vertex,
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vy = (2 * j / space_Y_int - 1) * space_Y_int / max + (1 / max),
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vy = (2 * j / space_Y_int - 1) * space_Y_int / max + (1 / max),
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vz = (2 * k / space_Z_int - 1) * space_Z_int / max + (1 / max);
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vz = (2 * k / space_Z_int - 1) * space_Z_int / max + (1 / max);
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// arrow_basis_width donne la dimension de l'étoile centrale
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// ici, arrow_basis_width = 0 <> Plus d'étoile centrale
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GLfloat arrow_basis_width = (1 / max) / 5;
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GLfloat arrow_basis_width = 0; // (1 / max) / 5;
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graphics_write_vertex(vx, vy, vz);
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graphics_write_color(0.3f, 0.3f, 0.3f);
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// décale légèrement les pointes des flèches
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// décale légèrement les pointes des flèches
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// pour qu'elles n'aillent pas jusqu'aux faces des cubes
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// pour qu'elles n'aillent pas jusqu'aux faces des cubes
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GLfloat arrow_tip_padding = (1 / max) / 10;
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GLfloat arrow_tip_padding = (1 / max) / 10;
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// X - X axis - central star (basis)
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/* // X - X axis - central star (basis) */
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graphics_write_vertex(vx + arrow_basis_width, vy, vz);
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/* graphics_write_vertex(vx + arrow_basis_width, vy, vz); */
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graphics_write_vertex(vx - arrow_basis_width, vy, vz);
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/* graphics_write_vertex(vx - arrow_basis_width, vy, vz); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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// Y - Y axis - central star (basis)
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/* // Y - Y axis - central star (basis) */
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graphics_write_vertex(vx, vy + arrow_basis_width, vz);
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/* graphics_write_vertex(vx, vy + arrow_basis_width, vz); */
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graphics_write_vertex(vx, vy - arrow_basis_width, vz);
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/* graphics_write_vertex(vx, vy - arrow_basis_width, vz); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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// Z - Z axis - central star (basis)
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/* // Z - Z axis - central star (basis) */
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graphics_write_vertex(vx, vy, vz + arrow_basis_width);
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/* graphics_write_vertex(vx, vy, vz + arrow_basis_width); */
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graphics_write_vertex(vx, vy, vz - arrow_basis_width);
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/* graphics_write_vertex(vx, vy, vz - arrow_basis_width); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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graphics_write_color(0.3f, 0.3f, 0.3f);
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/* graphics_write_color(0.3f, 0.3f, 0.3f); */
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GLfloat nuance = 0.24f;
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GLfloat nuance = 0.24f;
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@ -169,7 +172,7 @@ int write_one_arrow_vertex (int offset_vertex,
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graphics_write_color(0.0f + nuance * 2, 0.0f + nuance * 2, 1.0f - nuance);
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graphics_write_color(0.0f + nuance * 2, 0.0f + nuance * 2, 1.0f - nuance);
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graphics_write_color(1.0f - nuance / 3, 1.0f - nuance / 3, 0.0f + nuance);
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graphics_write_color(1.0f - nuance / 3, 1.0f - nuance / 3, 0.0f + nuance);
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return 12;
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return 7;//12;
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}
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}
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@ -182,13 +185,13 @@ int write_one_arrow_lines(int offset_vertex,
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/* graphics_write_line (offset_vertex + 4, offset_vertex + 5); */
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/* graphics_write_line (offset_vertex + 4, offset_vertex + 5); */
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switch(site){
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switch(site){
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case EAST: case WEST: write_arrow_lines_east_west (offset_vertex, weight, site); break;
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case EAST: case WEST: graphics_write_line (offset_vertex + 0, offset_vertex + 1 + site % 2); break;
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case ZENITH: case NADIR: write_arrow_lines_zenith_nadir (offset_vertex, weight, site); break;
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case ZENITH: case NADIR: graphics_write_line (offset_vertex + 0, offset_vertex + 3 + site % 2); break;
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case SOUTH: case NORTH: write_arrow_lines_south_north (offset_vertex, weight, site); break;
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case SOUTH: case NORTH: graphics_write_line (offset_vertex + 0, offset_vertex + 5 + site % 2); break;
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default: break;
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default: break;
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}
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}
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return 12;
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return 7;
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}
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}
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