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authorAndy Belle-Isle <abelleisle@roadrunner.com>2015-09-15 22:16:34 -0400
committerAndy Belle-Isle <abelleisle@roadrunner.com>2015-09-15 22:16:34 -0400
commitc5d48afdbfb7451581a8f61fe24a606b15415224 (patch)
treef7c2f12d489c9d2fa339171d16e5616c33a1d7fc /src
parentba4b5bd76ae9b1fa3e3c862d8672e35b02e1664c (diff)
Fixed timestep, added AA and a mouse cursor
Diffstat (limited to 'src')
-rw-r--r--src/main.cpp19
1 files changed, 15 insertions, 4 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 3ae4206..1843f4a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -3,7 +3,7 @@
#include <chrono>
#define TICKS_PER_SEC 20
-#define MSEC_PER_TICK 500//(1000/TICKS_PER_SEC)
+#define MSEC_PER_TICK (1000/TICKS_PER_SEC)
SDL_Window *window = NULL;
SDL_Surface *renderSurface = NULL;
@@ -32,7 +32,7 @@ void render();
unsigned int millis(void){
std::chrono::system_clock::time_point now=std::chrono::system_clock::now();
- return std::chrono::duration_cast<std::chrono::seconds>(now.time_since_epoch()).count();
+ return std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
}
int main(int argc,char **argv){
@@ -46,6 +46,9 @@ int main(int argc,char **argv){
atexit(IMG_Quit);
//Turn on double Buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ //ANTIALIASING!!!
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 16);
//create the window
window = SDL_CreateWindow("Independent Study v.0.2 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL
#ifdef FULLSCREEN
@@ -70,6 +73,7 @@ int main(int argc,char **argv){
glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
glClearColor(.3,.5,.8,0);
glEnable(GL_BLEND);
+ glEnable(GL_MULTISAMPLE);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
SDL_ShowCursor(SDL_DISABLE);
@@ -185,11 +189,18 @@ void render(){
**************************/
//DRAW MOUSE HERE!!!!!W
- glColor3ub(255,0,0);
mx=(ui.mousex/(float)SCREEN_WIDTH)*2.0f-1.0f;
my=((SCREEN_HEIGHT-ui.mousey)/(float)SCREEN_HEIGHT)*2.0f-1.0f;
if(player.loc.x-1>-1)mx+=player.loc.x;
- glRectf(mx,my,mx+HLINE*4,my+HLINE*4);
+
+ glBegin(GL_TRIANGLES);
+
+ glColor3ub(255,255,255);
+ glVertex2f(mx,my);
+ glVertex2f(mx + (HLINE*3.5),my - (HLINE*1));
+ glVertex2f(mx + (HLINE*1),my - (HLINE*6));
+
+ glEnd();
glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer
SDL_GL_SwapWindow(window); //give the stack to SDL to render it