skybox: added moon and stars
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@@ -134,9 +134,9 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
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uv.u2, uv.v2,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z - right.z * w - up.z * h,
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vertex(pos.x - right.x * w + up.x * h,
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pos.y - right.y * w + up.y * h,
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pos.z - right.z * w + up.z * h,
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uv.u1, uv.v2,
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r,g,b,a);
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@@ -146,9 +146,9 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
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uv.u1, uv.v1,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z + right.z * w + up.z * h,
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vertex(pos.x + right.x * w - up.x * h,
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pos.y + right.y * w - up.y * h,
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pos.z + right.z * w - up.z * h,
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uv.u2, uv.v1,
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r,g,b,a);
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@@ -178,8 +178,18 @@ void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec
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face(coord+vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], (shading ? do_tint(0.9f)*tint : tint));
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}
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void Batch3D::point(glm::vec3 coord, glm::vec4 tint) {
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vertex(coord, glm::vec2(), tint.r, tint.g, tint.b, tint.a);
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}
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void Batch3D::flush() {
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mesh->reload(buffer, index / B3D_VERTEX_SIZE);
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mesh->draw();
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index = 0;
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}
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void Batch3D::flushPoints() {
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mesh->reload(buffer, index / B3D_VERTEX_SIZE);
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mesh->draw(GL_POINTS);
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index = 0;
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}
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