Add proper wireframe mode, rotation to triangle
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+12
-7
@@ -193,7 +193,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ship->scale = 1;
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ship->type = entitytype_ship;
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ship->direction = direction_null;
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ship->tex = asset_getTex(&state->assetManager, "nullTex");
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ship->tex = NULL;
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ship->collides = FALSE;
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}
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@@ -293,17 +293,22 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2_add(halfAccelerationDtSquared, oldVelocityDt), oldPos);
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}
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renderer_entity(&state->renderer, state->camera, entity, V2(0, 0), 0,
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V4(0.0f, 1.0f, 1.0f, 1.0f));
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RenderFlags flags = renderflag_wireframe;
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renderer_entity(&state->renderer, state->camera, entity, V2(0, 0),
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0, V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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}
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RenderTex nullRenderTex = renderer_createNullRenderTex(&state->assetManager);
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TrianglePoints triangle = {0};
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triangle.points[0] = V2(100, 200);
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triangle.points[2] = V2(100, 100);
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triangle.points[2] = V2(100, 300);
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triangle.points[1] = V2(200, 100);
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renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0), 0,
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nullRenderTex, V4(1, 1, 1, 1));
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LOCAL_PERSIST Radians rotation = 0.0f;
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rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
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RenderFlags flags = renderflag_wireframe;
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renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
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rotation, NULL, V4(1, 1, 1, 1), flags);
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renderer_renderGroups(&state->renderer);
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}
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