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Change the Z-position of models in the test scene every time a RenderModule is instantiated, so that subsequent runs of Quake don't cause all of the uploaded models to overlap

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Nico de Poel 5 years ago
parent
commit
eaaac619b3
  1. 7
      Assets/Scripts/Modules/RenderModule.cs

7
Assets/Scripts/Modules/RenderModule.cs

@ -12,6 +12,9 @@ public partial class RenderModule
{ {
uq = uniQuake; uq = uniQuake;
BuildCallbacks(); BuildCallbacks();
zPos = globalZPos;
globalZPos -= 1.0f;
} }
public override void Destroy() public override void Destroy()
@ -34,6 +37,8 @@ public partial class RenderModule
} }
private float xPos = -8f; private float xPos = -8f;
private float zPos = 0f;
private static float globalZPos = 0f;
private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType, private int UploadAliasModel(string name, QAliasHeader header, QAliasFrameType frameType,
QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices, QTriVertex[][] poseVertices, QTriangle[] triangles, QSTVert[] stVertices,
@ -53,7 +58,7 @@ public partial class RenderModule
aliasModels.Add(aliasModel); aliasModels.Add(aliasModel);
var go = new GameObject(modelName); var go = new GameObject(modelName);
go.transform.SetPositionAndRotation(new Vector3(xPos, 0, 0), Quaternion.Euler(-90, 90, 0));
go.transform.SetPositionAndRotation(new Vector3(xPos, 0, zPos), Quaternion.Euler(-90, 90, 0));
aliasModel.Animate(0, out Mesh mesh, out float blendWeight); aliasModel.Animate(0, out Mesh mesh, out float blendWeight);

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