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3DFileViewer: Clean some code for increased readability on Mesh
This replaces all usages of 'm_triangle_list[i]' with 'triangle' in order to improve readability of the code.
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parent
ed41f48ea4
commit
15bc043114
Notes:
sideshowbarker
2024-07-18 01:12:18 +09:00
Author: https://github.com/pmhpereira Commit: https://github.com/SerenityOS/serenity/commit/15bc043114f Pull-request: https://github.com/SerenityOS/serenity/pull/10801
@ -92,31 +92,31 @@ void Mesh::draw(float uv_scale)
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glColor4f(color.x(), color.y(), color.z(), color.w());
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index0).v) * uv_scale);
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index0).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index0).v) * uv_scale);
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// Vertex 1
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].a).x,
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m_vertex_list.at(m_triangle_list[i].a).y,
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m_vertex_list.at(m_triangle_list[i].a).z);
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m_vertex_list.at(triangle.a).x,
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m_vertex_list.at(triangle.a).y,
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m_vertex_list.at(triangle.a).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index1).v) * uv_scale);
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index1).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index1).v) * uv_scale);
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// Vertex 2
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].b).x,
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m_vertex_list.at(m_triangle_list[i].b).y,
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m_vertex_list.at(m_triangle_list[i].b).z);
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m_vertex_list.at(triangle.b).x,
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m_vertex_list.at(triangle.b).y,
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m_vertex_list.at(triangle.b).z);
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if (is_textured())
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glTexCoord2f(m_tex_coords.at(m_triangle_list[i].tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(m_triangle_list[i].tex_coord_index2).v) * uv_scale);
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glTexCoord2f(m_tex_coords.at(triangle.tex_coord_index2).u * uv_scale, (1.0f - m_tex_coords.at(triangle.tex_coord_index2).v) * uv_scale);
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// Vertex 3
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glVertex3f(
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m_vertex_list.at(m_triangle_list[i].c).x,
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m_vertex_list.at(m_triangle_list[i].c).y,
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m_vertex_list.at(m_triangle_list[i].c).z);
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m_vertex_list.at(triangle.c).x,
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m_vertex_list.at(triangle.c).y,
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m_vertex_list.at(triangle.c).z);
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glEnd();
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}
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