mirror of
https://github.com/GRRLIB/GRRLIB.git
synced 2024-11-24 15:52:20 +00:00
Reduce variable scope
This commit is contained in:
parent
95c915f5f8
commit
7e35d7b62d
5 changed files with 114 additions and 134 deletions
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@ -26,9 +26,9 @@ THE SOFTWARE.
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// User should not directly modify these
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Mtx _GRR_view; // Should be static as soon as all light functions needing this var will be in this file ;)
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static guVector _GRR_cam = {0.0F, 0.0F, 0.0F},
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_GRR_up = {0.0F, 1.0F, 0.0F},
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_GRR_look = {0.0F, 0.0F, -100.0F};
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static guVector _GRR_cam = {0.0f, 0.0f, 0.0f},
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_GRR_up = {0.0f, 1.0f, 0.0f},
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_GRR_look = {0.0f, 0.0f, -100.0f};
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static guVector _GRRaxisx = (guVector){1, 0, 0}; // DO NOT MODIFY!!!
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static guVector _GRRaxisy = (guVector){0, 1, 0}; // Even at runtime
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static guVector _GRRaxisz = (guVector){0, 0, 1}; // NOT ever!
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@ -134,7 +134,7 @@ void GRRLIB_2dMode() {
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GX_LoadProjectionMtx(m, GX_ORTHOGRAPHIC);
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guMtxIdentity(view);
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guMtxTransApply(view, view, 0, 0, -100.0F);
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guMtxTransApply(view, view, 0, 0, -100.0f);
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GX_LoadPosMtxImm(view, GX_PNMTX0);
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GX_ClearVtxDesc();
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@ -34,12 +34,12 @@ THE SOFTWARE.
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#define DEFAULT_FIFO_SIZE (256 * 1024) /**< GX fifo buffer size. */
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GRRLIB_drawSettings GRRLIB_Settings;
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Mtx GXmodelView2D;
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GRRLIB_drawSettings GRRLIB_Settings;
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Mtx GXmodelView2D;
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static void *gp_fifo = NULL;
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static void *gp_fifo = NULL;
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static bool is_setup = false; // To control entry and exit
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static bool is_setup = false; // To control entry and exit
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/**
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* Initialize GRRLIB. Call this once at the beginning your code.
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@ -176,7 +176,7 @@ int GRRLIB_Init (void) {
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX2x4, GX_TG_TEX0, GX_IDENTITY);
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guMtxIdentity(GXmodelView2D);
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guMtxTransApply(GXmodelView2D, GXmodelView2D, 0.0F, 0.0F, -100.0F);
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guMtxTransApply(GXmodelView2D, GXmodelView2D, 0.0f, 0.0f, -100.0f);
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GX_LoadPosMtxImm(GXmodelView2D, GX_PNMTX0);
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guOrtho(perspective, 0.0f, rmode->efbHeight, 0.0f, rmode->fbWidth, 0.0f, 1000.0f);
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@ -219,13 +219,11 @@ int GRRLIB_Init (void) {
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* and only if the setup function has been called.
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*/
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void GRRLIB_Exit (void) {
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static bool done = false;
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static bool done = false;
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if (done == true || is_setup == false) {
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return;
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}
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else {
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done = true;
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}
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done = true;
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// Allow write access to the full screen
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GX_SetClipMode( GX_CLIP_DISABLE );
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@ -233,8 +231,10 @@ void GRRLIB_Exit (void) {
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// We empty both frame buffers on our way out
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// otherwise dead frames are sometimes seen when starting the next app
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GRRLIB_FillScreen( 0x000000FF ); GRRLIB_Render();
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GRRLIB_FillScreen( 0x000000FF ); GRRLIB_Render();
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GRRLIB_FillScreen( 0x000000FF );
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GRRLIB_Render();
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GRRLIB_FillScreen( 0x000000FF );
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GRRLIB_Render();
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// Shut down the GX engine
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GX_DrawDone();
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@ -52,9 +52,9 @@ int main() {
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GRRLIB_3dMode(0.1, 1000, 45, false, true);
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if(demo==0) {
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if(demo == 0) {
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/////////////////// DEFINE A DIFFUSE LIGHT /////////////////////////////////////////////
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guVector l0pos={0.0f,20.0f,0.0f};
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guVector l0pos={0.0f, 20.0f, 0.0f};
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guVecMultiply(_GRR_view, &l0pos, &l0pos);
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GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
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GX_InitLightColor(&MyLight0, (GXColor) { 0xFF, 0x00, 0x00, 0xFF });
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@ -80,9 +80,9 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Diffuse Light Source");
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}
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else if(demo==1) {
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else if(demo == 1) {
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/////////////////// DEFINE 2 DIFFUSE LIGHTS /////////////////////////////////////////////
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guVector l0pos={0.0f,20.0f,0.0f};
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guVector l0pos={0.0f, 20.0f, 0.0f};
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guVecMultiply(_GRR_view, &l0pos, &l0pos);
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GX_InitLightPos(&MyLight0, l0pos.x, l0pos.y, l0pos.z);
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GX_InitLightColor(&MyLight0, (GXColor) { 0x00, 0xFF, 0x00, 0xFF });
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@ -116,13 +116,13 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 2 Diffuse Light Sources");
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}
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else if(demo==2) {
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else if(demo == 2) {
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/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
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guVector l0dir={0.0f,0.0f,0.0f};
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guVector l0dir={0.0f, 0.0f, 0.0f};
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GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
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GX_InitLightShininess(&MyLight0, 20); // between 4 and 255 !!!
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GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
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GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF,0xFF});
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GX_LoadLightObj(&MyLight0, GX_LIGHT0);
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/////////////////////// Turn light ON ////////////////////////////////////////////////
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@ -143,8 +143,8 @@ int main() {
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
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GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00,0x00,0x00,0x00});
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GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF,0xFF,0xFF,0xFF});
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GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00});
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GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
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GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
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a+=0.8f;
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@ -155,13 +155,13 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 20");
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}
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else if(demo==3) {
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else if(demo == 3) {
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/////////////////// DEFINE A SPECULAR LIGHT /////////////////////////////////////////////
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guVector l0dir={0.0f,0.0f,0.0f};
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guVector l0dir={0.0f, 0.0f, 0.0f};
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GX_InitSpecularDir(&MyLight0, l0dir.x,l0dir.y,l0dir.z);
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GX_InitLightShininess(&MyLight0, 200); // between 4 and 255 !!!
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GX_InitLightColor(&MyLight0, (GXColor){0xFF,0xFF,0xFF,0xFF});
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GX_InitLightColor(&MyLight0, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
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GX_LoadLightObj(&MyLight0, GX_LIGHT0);
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/////////////////////// Turn light ON ////////////////////////////////////////////////
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@ -182,9 +182,9 @@ int main() {
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GRRLIB_ObjectView(0,0,0, a,a*2,a*3, 1.0f,1.0f,1.0f);
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GX_SetChanAmbColor(GX_COLOR0, (GXColor) { 0xFF, 0xFF, 0xFF, 0xFF});
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GX_SetChanMatColor(GX_COLOR0, (GXColor) { 0x00, 0x00, 0x00, 0xFF});
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GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00,0x00,0x00,0x00});
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GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF,0xFF,0xFF,0xFF});
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GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60,true, 0xFFFFFFFF);
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GX_SetChanAmbColor(GX_COLOR1, (GXColor){0x00, 0x00, 0x00, 0x00});
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GX_SetChanMatColor(GX_COLOR1, (GXColor){0xFF, 0xFF, 0xFF, 0xFF});
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GRRLIB_DrawTorus(0.6f, 2.0f, 60, 60, true, 0xFFFFFFFF);
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a+=0.8f;
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//////////////////////////// Turn light off and Write demo name
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@ -194,9 +194,9 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo 1 Specular Source with shininess = 200");
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}
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else if(demo==4) {
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else if(demo == 4) {
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
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guLightFrustum(mv, 1.0F, -1.0F, 1.0F, -1.0F, 1.0F, 0.5F, 0.5F, 0.5F, 0.5F); // we are projecting the texture like a light (ie : videoprojector))
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guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector))
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guMtxScale(mr, -2.8f, -2.8f, 0.0f); //here is a little scaling to fit the torus
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guMtxConcat(mr, mv, mv);
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@ -216,9 +216,9 @@ int main() {
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GRRLIB_2dMode();
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GRRLIB_Printf(20, 30, tex_font, 0xFFFFFFFF, 1, "Simple Demo Mapping Using textgen from normal coord");
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}
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else if(demo==5) {
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else if(demo == 5) {
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GX_SetTexCoordGen(GX_TEXCOORD0, GX_TG_MTX3x4, GX_TG_NRM, GX_TEXMTX0); // We say we use the Normal coord to map the texture (since there is no textcoord with this torus)
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guLightFrustum(mv, 1.0F, -1.0F, 1.0F, -1.0F, 1.0F, 0.5F, 0.5F, 0.5F, 0.5F); // we are projecting the texture like a light (ie : videoprojector))
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guLightFrustum(mv, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 0.5f, 0.5f, 0.5f, 0.5f); // we are projecting the texture like a light (ie : videoprojector))
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guMtxRotDeg(rx, 'X', a); // Here i rotate the texture
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guMtxRotDeg(ry, 'Y', a*2); // in the inverse way
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guMtxRotDeg(rz, 'Z', a*3); // of the
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@ -10,71 +10,61 @@
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int main() {
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int offset1, offset2, offset3, offset4;
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int periode1, periode2, periode3, periode4;
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int length1, length2, length3, length4;
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int amp1, amp2, amp3, amp4;
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int origine1, origine2, origine3, origine4;
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int adc1, adc2, adc3, adc4;
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float siny1, siny2, siny3, siny4;
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int x;
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float pas1, pas2, pas3, pas4;
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// Initialise the Graphics & Video subsystem
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GRRLIB_Init();
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// Initialise the Wiimotes
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// Initialise the Wii Remotes
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WPAD_Init();
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adc1=0;
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offset1=0;
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origine1=0;
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length1=1280;
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amp1=100;
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periode1=1;
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pas1=(periode1*360.0F)/length1;
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siny1 = offset1*pas1;
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const int adc1=0;
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const int offset1=0;
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const int origin1=0;
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const int length1=1280;
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const int amp1=100;
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const int period1=1;
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const float pas1=(period1*360.0f)/length1;
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float siny1 = offset1*pas1;
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adc2=1;
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offset2=0;
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origine2=0;
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length2=1280;
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amp2=40;
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periode2=2;
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pas2=(periode2*360.0F)/length2;
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siny2 = offset2*pas2;
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const int adc2=1;
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const int offset2=0;
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const int origin2=0;
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const int length2=1280;
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const int amp2=40;
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const int period2=2;
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const float pas2=(period2*360.0f)/length2;
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float siny2 = offset2*pas2;
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adc3=-3;
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offset3=0;
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origine3=0;
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length3=1280;
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amp3=30;
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periode3=1;
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pas3=(periode3*360.0F)/length3;
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siny3 = offset3*pas3;
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const int adc3=-3;
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const int offset3=0;
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const int origin3=0;
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const int length3=1280;
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const int amp3=30;
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const int period3=1;
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const float pas3=(period3*360.0f)/length3;
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float siny3 = offset3*pas3;
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adc4=-7;
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offset4=0;
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origine4=0;
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length4=1280;
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amp4=70;
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periode4=1;
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pas4=(periode4*360.0F)/length4;
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siny4 = offset4*pas4;
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const int adc4=-7;
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const int offset4=0;
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const int origin4=0;
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const int length4=1280;
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const int amp4=70;
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const int period4=1;
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const float pas4=(period4*360.0f)/length4;
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float siny4 = offset4*pas4;
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while (1) {
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GRRLIB_FillScreen(0x000000FF);
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WPAD_ScanPads(); // Scan the Wiimotes
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WPAD_ScanPads(); // Scan the Wii Remotes
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if (WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME) break;
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float old1=siny1;
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float old2=siny2;
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float old3=siny3;
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float old4=siny4;
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const float old1=siny1;
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const float old2=siny2;
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const float old3=siny3;
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const float old4=siny4;
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for (x=0; x<=640; x++) {
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for (u16 x=0; x<=640; x++) {
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siny1+=pas1;
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siny2+=pas2;
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siny3+=pas3;
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@ -83,11 +73,11 @@ int main() {
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GX_Begin(GX_LINES, GX_VTXFMT0, 2);
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GX_Position3f32(x, 0, 0);
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GX_Color1u32(0x000000FF);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0);
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GX_Color1u32(0xFF00007F);
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GX_End();
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GX_Begin(GX_LINES, GX_VTXFMT0, 2);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
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GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0);
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GX_Color1u32(0xFF00007F);
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GX_Position3f32(x, 480, 0);
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GX_Color1u32(0x000000FF);
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@ -10,16 +10,6 @@
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int main() {
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int offset1, offset2, offset3, offset4;
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int periode1, periode2, periode3, periode4;
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int length1, length2, length3, length4;
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int amp1, amp2, amp3, amp4;
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int origine1, origine2, origine3, origine4;
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int adc1, adc2, adc3, adc4;
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float siny1, siny2, siny3, siny4;
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int x;
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float pas1, pas2, pas3, pas4;
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// Initialise the Graphics & Video subsystem
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GRRLIB_Init();
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@ -27,54 +17,54 @@ int main() {
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PAD_Init();
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adc1=0;
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offset1=0;
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origine1=0;
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length1=1280;
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amp1=100;
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periode1=1;
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pas1=(periode1*360.0F)/length1;
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siny1 = offset1*pas1;
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const int adc1=0;
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const int offset1=0;
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const int origin1=0;
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const int length1=1280;
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const int amp1=100;
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const int period1=1;
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const float pas1=(period1*360.0f)/length1;
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float siny1 = offset1*pas1;
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adc2=1;
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offset2=0;
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origine2=0;
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length2=1280;
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amp2=40;
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periode2=2;
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pas2=(periode2*360.0F)/length2;
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siny2 = offset2*pas2;
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const int adc2=1;
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const int offset2=0;
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const int origin2=0;
|
||||
const int length2=1280;
|
||||
const int amp2=40;
|
||||
const int period2=2;
|
||||
const float pas2=(period2*360.0f)/length2;
|
||||
float siny2 = offset2*pas2;
|
||||
|
||||
adc3=-3;
|
||||
offset3=0;
|
||||
origine3=0;
|
||||
length3=1280;
|
||||
amp3=30;
|
||||
periode3=1;
|
||||
pas3=(periode3*360.0F)/length3;
|
||||
siny3 = offset3*pas3;
|
||||
const int adc3=-3;
|
||||
const int offset3=0;
|
||||
const int origin3=0;
|
||||
const int length3=1280;
|
||||
const int amp3=30;
|
||||
const int period3=1;
|
||||
const float pas3=(period3*360.0f)/length3;
|
||||
float siny3 = offset3*pas3;
|
||||
|
||||
adc4=-7;
|
||||
offset4=0;
|
||||
origine4=0;
|
||||
length4=1280;
|
||||
amp4=70;
|
||||
periode4=1;
|
||||
pas4=(periode4*360.0F)/length4;
|
||||
siny4 = offset4*pas4;
|
||||
const int adc4=-7;
|
||||
const int offset4=0;
|
||||
const int origin4=0;
|
||||
const int length4=1280;
|
||||
const int amp4=70;
|
||||
const int period4=1;
|
||||
const float pas4=(period4*360.0f)/length4;
|
||||
float siny4 = offset4*pas4;
|
||||
|
||||
|
||||
while (1) {
|
||||
GRRLIB_FillScreen(0x000000FF);
|
||||
PAD_ScanPads(); // Scan the GameCube controllers
|
||||
if (PAD_ButtonsDown(0) & PAD_BUTTON_START) break;
|
||||
float old1=siny1;
|
||||
float old2=siny2;
|
||||
float old3=siny3;
|
||||
float old4=siny4;
|
||||
const float old1=siny1;
|
||||
const float old2=siny2;
|
||||
const float old3=siny3;
|
||||
const float old4=siny4;
|
||||
|
||||
|
||||
for (x=0; x<=640; x++) {
|
||||
for (u16 x=0; x<=640; x++) {
|
||||
siny1+=pas1;
|
||||
siny2+=pas2;
|
||||
siny3+=pas3;
|
||||
|
@ -83,11 +73,11 @@ int main() {
|
|||
GX_Begin(GX_LINES, GX_VTXFMT0, 2);
|
||||
GX_Position3f32(x, 0, 0);
|
||||
GX_Color1u32(0x000000FF);
|
||||
GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
|
||||
GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0);
|
||||
GX_Color1u32(0xFF00007F);
|
||||
GX_End();
|
||||
GX_Begin(GX_LINES, GX_VTXFMT0, 2);
|
||||
GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origine1)+(sin(DegToRad(siny2))*amp2+origine2)+(sin(DegToRad(siny3))*amp3+origine3)+(sin(DegToRad(siny4))*amp4+origine4)+240, 0);
|
||||
GX_Position3f32(x, (sin(DegToRad(siny1))*amp1+origin1)+(sin(DegToRad(siny2))*amp2+origin2)+(sin(DegToRad(siny3))*amp3+origin3)+(sin(DegToRad(siny4))*amp4+origin4)+240, 0);
|
||||
GX_Color1u32(0xFF00007F);
|
||||
GX_Position3f32(x, 480, 0);
|
||||
GX_Color1u32(0x000000FF);
|
||||
|
|
Loading…
Reference in a new issue