Reviewed formatting
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src/models.c
16
src/models.c
@ -966,14 +966,14 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize)
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for (int x = 0; x < mapWidth; ++x)
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{
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// Define the 8 vertex of the cube, we will combine them accordingly later...
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Vector3 v1 = { w * (x - .5f), h2, h * (z - .5f) };
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Vector3 v2 = { w * (x - .5f), h2, h * (z + .5f) };
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Vector3 v3 = { w * (x + .5f), h2, h * (z + .5f) };
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Vector3 v4 = { w * (x + .5f), h2, h * (z - .5f) };
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Vector3 v5 = { w * (x + .5f), 0, h * (z - .5f) };
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Vector3 v6 = { w * (x - .5f), 0, h * (z - .5f) };
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Vector3 v7 = { w * (x - .5f), 0, h * (z + .5f) };
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Vector3 v8 = { w * (x + .5f), 0, h * (z + .5f) };
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Vector3 v1 = { w*(x - 0.5f), h2, h*(z - 0.5f) };
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Vector3 v2 = { w*(x - 0.5f), h2, h*(z + 0.5f) };
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Vector3 v3 = { w*(x + 0.5f), h2, h*(z + 0.5f) };
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Vector3 v4 = { w*(x + 0.5f), h2, h*(z - 0.5f) };
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Vector3 v5 = { w*(x + 0.5f), 0, h*(z - 0.5f) };
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Vector3 v6 = { w*(x - 0.5f), 0, h*(z - 0.5f) };
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Vector3 v7 = { w*(x - 0.5f), 0, h*(z + 0.5f) };
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Vector3 v8 = { w*(x + 0.5f), 0, h*(z + 0.5f) };
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// We check pixel color to be WHITE, we will full cubes
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if ((cubicmapPixels[z*cubicmap.width + x].r == 255) &&
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