|
|
@@ -152,17 +152,16 @@ public: |
|
|
|
int nb_sprite = 4; |
|
|
|
//SPRITE |
|
|
|
vec2 start_point = vec2((float)rand(nb_sprite), (float)rand(nb_sprite)) / vec2((float)nb_sprite); |
|
|
|
//vec2(2.f, .0f) / vec2((float)nb_sprite); |
|
|
|
vec2 size = vec2(1.f) / vec2((float)nb_sprite); |
|
|
|
m_mesh.BD()->SetTexCoordCustomBuild(MeshType::Quad, MeshFaceType::QuadDefault, |
|
|
|
start_point, start_point + size); |
|
|
|
m_mesh.BD()->SetTexCoordCustomBuild2(MeshType::Quad, MeshFaceType::QuadDefault, |
|
|
|
vec2(-4.f), vec2(4.f)); |
|
|
|
MeshRand << "[sc#ffff aq 0 0]"; |
|
|
|
MeshRand << "[sc#ffff aq 0 0]"; |
|
|
|
MeshRand << "[sc#ffff aq 0 0]"; |
|
|
|
MeshRand << "[sc#fbbf aq 0 0]"; |
|
|
|
MeshRand << "[sc#bbff aq 0 0]"; |
|
|
|
MeshRand << "[sc#bfbf aq 0 0]"; |
|
|
|
MeshRand << "[sc#faaf aq 0 0]"; |
|
|
|
MeshRand << "[sc#afaf aq 0 0]"; |
|
|
|
MeshRand << "[sc#aaff aq 0 0]"; |
|
|
|
#else |
|
|
|
MeshRand << "[sc#add asph1 2]"; |
|
|
|
MeshRand << "[sc#dad asph1 2]"; |
|
|
|