X-Git-Url: http://nitlanguage.org?ds=sidebyside diff --git a/lib/gamnit/depth/depth_core.nit b/lib/gamnit/depth/depth_core.nit index 45863dc..1c3e916 100644 --- a/lib/gamnit/depth/depth_core.nit +++ b/lib/gamnit/depth/depth_core.nit @@ -105,58 +105,6 @@ class Mesh # `GLDrawMode` used to display this mesh, defaults to `gl_TRIANGLES` fun draw_mode: GLDrawMode do return gl_TRIANGLES - - # Create an UV sphere of `radius` with `n_meridians` and `n_parallels` - init uv_sphere(radius: Float, n_meridians, n_parallels: Int) - do - var w = n_meridians - var h = n_parallels - - var vertices = new Array[Float].with_capacity(w*h*3) - self.vertices = vertices - - var texture_coords = new Array[Float].with_capacity(w*h*2) - self.texture_coords = texture_coords - - var normals = new Array[Float].with_capacity(w*h*3) - self.normals = normals - - # Build vertices - for m in [0..w[ do - for p in [0..h[ do - var u = m.to_f * 2.0 * pi / (w-1).to_f - var v = p.to_f * pi / (h-1).to_f - - vertices.add radius * u.cos * v.sin - vertices.add radius * v.cos - vertices.add radius * u.sin * v.sin - - texture_coords.add (1.0 - m.to_f/(w-1).to_f) - texture_coords.add(p.to_f/(h-1).to_f) - - normals.add u.cos * v.sin - normals.add v.cos - normals.add u.sin * v.sin - end - end - - # Build faces - var indices = new Array[Int].with_capacity((w-1)*(h-1)*6) - self.indices = indices - for m in [0..w-1[ do - for p in [0..h-1[ do - var a = m*h + p - - indices.add a - indices.add a+h - indices.add a+1 - - indices.add a+h - indices.add a+h+1 - indices.add a+1 - end - end - end end # Source of light