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.
This commit is contained in:
Pedro Pereira 2021-11-05 12:50:54 +00:00 committed by Andreas Kling
parent ed41f48ea4
commit 15bc043114
Notes: sideshowbarker 2024-07-18 01:12:18 +09:00

View File

@ -92,31 +92,31 @@ void Mesh::draw(float uv_scale)
glColor4f(color.x(), color.y(), color.z(), color.w());
if (is_textured())
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);
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);
// Vertex 1
glVertex3f(
m_vertex_list.at(m_triangle_list[i].a).x,
m_vertex_list.at(m_triangle_list[i].a).y,
m_vertex_list.at(m_triangle_list[i].a).z);
m_vertex_list.at(triangle.a).x,
m_vertex_list.at(triangle.a).y,
m_vertex_list.at(triangle.a).z);
if (is_textured())
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);
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);
// Vertex 2
glVertex3f(
m_vertex_list.at(m_triangle_list[i].b).x,
m_vertex_list.at(m_triangle_list[i].b).y,
m_vertex_list.at(m_triangle_list[i].b).z);
m_vertex_list.at(triangle.b).x,
m_vertex_list.at(triangle.b).y,
m_vertex_list.at(triangle.b).z);
if (is_textured())
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);
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);
// Vertex 3
glVertex3f(
m_vertex_list.at(m_triangle_list[i].c).x,
m_vertex_list.at(m_triangle_list[i].c).y,
m_vertex_list.at(m_triangle_list[i].c).z);
m_vertex_list.at(triangle.c).x,
m_vertex_list.at(triangle.c).y,
m_vertex_list.at(triangle.c).z);
glEnd();
}