From b164d15927e0c1528296cd835edf5b114ffc61b0 Mon Sep 17 00:00:00 2001 From: PedroEdiaz Date: Fri, 18 Oct 2024 19:14:51 -0600 Subject: [PATCH] Fix: compile --- src/main.c | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/src/main.c b/src/main.c index 535fbd7..baebeb3 100755 --- a/src/main.c +++ b/src/main.c @@ -18,10 +18,10 @@ unsigned char palette[] = 0x7A,0x1C,0xAC,0xff, }; -void calc_normal(float* v1, float* v2, float* v3, , float* v4 ,float* normal, unsigned char n) +void calc_normal(float* v1, float* v2, float* v3,float* normal, unsigned char n) { vec4 lado1, lado2; - vec4 u1, u2; + vec4 u1, u2; switch (n) { @@ -36,24 +36,24 @@ void calc_normal(float* v1, float* v2, float* v3, , float* v4 ,float* normal, un case 4: glm_vec4_sub(v2, v1, lado1); - glm_vec4_sub(v3, v1, lado2); + glm_vec4_sub(v3, v1, lado2); - glm_vec4_copy(lado1, u1); + glm_vec4_copy(lado1, u1); - float alfa = glm_vec4_dot(lado2, u1) / glm_vec4_dot(u1, u1); - vec4 proy; - glm_vec4_scale(u1, alfa, proy); - glm_vec4_sub(lado2, proy, u2); + float alfa = glm_vec4_dot(lado2, u1) / glm_vec4_dot(u1, u1); + vec4 proy; + glm_vec4_scale(u1, alfa, proy); + glm_vec4_sub(lado2, proy, u2); - glm_vec4_normalize(u2); - glm_vec4_copy(u2, normal); + glm_vec4_normalize(u2); + glm_vec4_copy(u2, normal); default: break; } } -float * fill_normal( float * d ) +float * fill_normal( float * d, unsigned char m ) { float * n; n = malloc( (*d+1)*sizeof(float)); @@ -61,13 +61,13 @@ float * fill_normal( float * d ) for (int i = 0; i < *d; i += 9) { - vec3 norm_vec; - calc_normal((d+1)+i, (d+1)+i+3, (d+1)+i+6, norm_vec); + vec3 norm_vec; + calc_normal((d+1)+i, (d+1)+i+3, (d+1)+i+6, norm_vec, m); glm_vec3_copy( norm_vec, (n+1)+i ); glm_vec3_copy( norm_vec, (n+1)+i+3 ); glm_vec3_copy( norm_vec, (n+1)+i+6 ); - } - return n; + } + return n; } const char * wname = "manigraph: manifold grapher"; @@ -96,8 +96,8 @@ int main( void ) load_fix_matrix( shader, (float)WIDTH/HEIGHT ); - n_cube = fill_normal( d_cube ); - n_axis = fill_normal( d_axis ); + n_cube = fill_normal( d_cube, 3 ); + n_axis = fill_normal( d_axis, 3 ); if( !( m_cube = create_mesh( d_cube, n_cube ) ) ) goto error_mesh_cube;