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randVector() & generateEmptyTexture() cleanup
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2 changed files with 7 additions and 26 deletions
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@ -807,26 +807,10 @@ GLuint generateEmptyTexture(int quality) // Create An Empty Texture
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// Create Storage Space For Texture Data (128x128x4)
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int size = (quality * quality)* 4;
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data = (unsigned int*)new GLuint[(size * sizeof(unsigned int))];
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data = (unsigned int*)new GLuint[size];
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// HACK: changed code here
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memset(data, 0, size * sizeof(GLuint)); // Clear Storage Memory
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for (int i = 0; i < size; i++)
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{
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data[i] = 0;
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}
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/*
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#ifdef BBGE_BUILD_WINDOWS
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ZeroMemory(data,((quality * quality)* 4 * sizeof(unsigned int))); // Clear Storage Memory
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#else
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for (int i = 0; i < size; i++)
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{
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data[i] = 0;
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}
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#endif
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*/
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#ifdef BBGE_BUILD_OPENGL
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glGenTextures(1, &txtnumber); // Create 1 Texture
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@ -835,19 +819,16 @@ GLuint generateEmptyTexture(int quality) // Create An Empty Texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, quality, quality, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
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delete [] data; // Release data
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#endif
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delete [] data; // Release data
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return txtnumber; // Return The Texture ID
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}
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Vector randVector(int mag)
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Vector randVector(float mag)
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{
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// FIXME: Is this really what you wanted? I'd suggest:
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// float angle = (rand() / (float)RAND_MAX) * PI;
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// --achurch
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float angle = (rand()&314);
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float angle = (rand() / (float)RAND_MAX) * 2.0f * PI;
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float x = sinf(angle), y = cosf(angle);
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return Vector(x*mag, y*mag);
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}
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@ -258,7 +258,7 @@ float sqr(float x)
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}
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int randAngle360();
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Vector randVector(int magnitude);
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Vector randVector(float magnitude);
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std::string splitCamelCase(const std::string &input);
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std::string removeSpaces(const std::string &input);
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int randRange(int r1, int r2);
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