Some changes
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assets/QPHiResRope.bmp1494e1a0-4267-48de-a564-e98d9d71b959Original.jpg
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assets/QPHiResRope.bmp1494e1a0-4267-48de-a564-e98d9d71b959Original.jpg
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assets/free-detailed-tiled-rope-texture-3d-model-low_x.png
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assets/free-detailed-tiled-rope-texture-3d-model-low_x.png
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@ -72,8 +72,8 @@ void TMyApplication::InnerInit()
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#ifdef TARGET_WIN32
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#ifdef NDEBUG
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//ST::PathToResources = "resources/";
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ST::PathToResources = "../../../assets/";
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ST::PathToResources = "resources/";
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//ST::PathToResources = "../../../assets/";
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#else
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ST::PathToResources = "../../../assets/";
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#endif
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@ -109,7 +109,7 @@ void TMyApplication::InnerInit()
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ResourceManager->TexList.AddTexture("free-detailed-tiled-rope-texture-3d-model-low-poly-blend.png");
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//
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/*
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_POSITION_ATTRIB].reserve(90000000);
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fabricRender.second.Data.Vec3CoordArr[CONST_STRING_NORMAL_ATTRIB].reserve(90000000);
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@ -207,7 +207,7 @@ void TMyApplication::InnerInit()
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float const R = 0;
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//float const r = 4;
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//float const r = 16;
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float const r = 18;
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float const r = 19;
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//size_t const threadsCount = 3;
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size_t const threadsCount = 1;
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size_t const edgesCount = 6;
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@ -216,7 +216,7 @@ void TMyApplication::InnerInit()
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Vector3f up(0, 1, 0); up.normalize();
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//size_t const step = 5;
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float const step = 60;
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float const step = 20;
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const Vector3f vshift = Vector3f(0.f, 0.002f, 0.f);
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int vShiftVal = 0;
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@ -352,7 +352,7 @@ void TMyApplication::InnerInit()
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k+1) / (edgesCount), (i + 2) / 4.f);
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k+10) / (edgesCount), (i + 2) / 4.f);
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texCoordArrIndex++;
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//texCoordArr[texCoordArrIndex] = Vector2f(0.1, 0.2);
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@ -361,7 +361,7 @@ void TMyApplication::InnerInit()
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//texCoordArr[texCoordArrIndex] = Vector2f(0.2, 0.1);
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//texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 1) / (edgesCount), (i + 3) / 4.f);
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texCoordArr[texCoordArrIndex] = Vector2f((float)(k + 10) / (edgesCount), (i + 3) / 4.f);
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texCoordArrIndex++;
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texCoordArr[texCoordArrIndex] = Vector2f((float)k / (edgesCount), (i + 3) / 4.f);
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