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Fallen Kingdoms client application
When polygon mode is disabled, rendering seems a lot slower ...
Solutions :
When moving the mouse from the original position, the camera starts rotating without stopping.
Following the implementate of the keystates manager, the escape key now makes the program crash when pressed.
Seems to have problems with vertices numbering when wireframe mode is deactivated (polygons do not join awaited vertices).
If GL_POINTS, only one point is rendered at (0,0,0) (or all points ?)
If GL_TRIANGLES, nothing is rendered (cf. all points rendered at the same place)
See corresponding bug (solved).
Calculate the exact number of vertex to be stored in a chunk's mesh and adapt size of arrays accordingly.
Possible color errors, check LoadTextures() function once the tileset is big enough.
Wrong size allocated to arrays storing vertices data in Mesh object.
Edit : AddVertex in cause (see VertexArray, NormalArray and ColorArray sizes)
Edit2 : when increasing MAX_VERTICES, problem is "delayed"
Generalize use of logging features where raising an error is possible.
Seems to reduce the number of required vertices (so the size of storing arrays)
IndexArray is used in this case (not in glDrawArrays case)
glDrawElements(GL_POINTS, This._mesh->GetNumVertices(), GL_INT, This._mesh->GetIndexArray()) '' not working in current state
Implement a keystate/keyconf object using booleans to determine which keys are pressed at any moment (state is toggled on SDL_KEYDOWN or SDL_KEYUP)
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