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world editor spline lerp display. advancedist controls size between steps. highlighted the tip of the arrows
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1 changed files with 6 additions and 6 deletions
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@ -1303,7 +1303,7 @@ void WorldEditor::renderObjectFace(SceneObject * obj, const VectorF & normal, co
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PrimBuild::color( col );
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PrimBuild::color( col );
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PrimBuild::begin( GFXTriangleFan, 4 );
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PrimBuild::begin( GFXTriangleStrip, 4 );
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for(U32 k = 0; k < 4; k++)
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for(U32 k = 0; k < 4; k++)
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{
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{
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PrimBuild::vertex3f(projPnts[k].x, projPnts[k].y, projPnts[k].z);
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PrimBuild::vertex3f(projPnts[k].x, projPnts[k].y, projPnts[k].z);
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@ -1492,7 +1492,7 @@ void WorldEditor::renderSplinePath(SimPath::Path *path)
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F32 tmpT = t;
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F32 tmpT = t;
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while (tmpT < size - 1)
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while (tmpT < size - 1)
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{
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{
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tmpT = spline.advanceDist(tmpT, 4.0f);
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tmpT = spline.advanceDist(tmpT, 1.0f);
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vCount++;
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vCount++;
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}
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}
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@ -1514,7 +1514,7 @@ void WorldEditor::renderSplinePath(SimPath::Path *path)
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{
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{
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CameraSpline::Knot k;
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CameraSpline::Knot k;
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spline.value(t, &k);
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spline.value(t, &k);
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t = spline.advanceDist(t, 4.0f);
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t = spline.advanceDist(t, 1.0f);
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k.mRotation.mulP(a, &vb[vIdx+0].point);
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k.mRotation.mulP(a, &vb[vIdx+0].point);
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k.mRotation.mulP(b, &vb[vIdx+1].point);
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k.mRotation.mulP(b, &vb[vIdx+1].point);
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@ -1524,9 +1524,9 @@ void WorldEditor::renderSplinePath(SimPath::Path *path)
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vb[vIdx+1].point += k.mPosition;
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vb[vIdx+1].point += k.mPosition;
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vb[vIdx+2].point += k.mPosition;
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vb[vIdx+2].point += k.mPosition;
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vb[vIdx+0].color.set(0, 255, 0, 100);
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vb[vIdx+0].color.set(0, 255, 0, 0);
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vb[vIdx+1].color.set(0, 255, 0, 100);
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vb[vIdx+1].color.set(0, 255, 0, 255);
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vb[vIdx+2].color.set(0, 255, 0, 100);
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vb[vIdx+2].color.set(0, 255, 0, 0);
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// vb[vIdx+3] = vb[vIdx+1];
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// vb[vIdx+3] = vb[vIdx+1];
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