clean up code
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@@ -1,5 +1,7 @@
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#include "Object.h"
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#include <iostream>
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#define PI (4.0*atan(1.0))
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@@ -72,20 +74,6 @@ Object::~Object()
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Object::setModlDefault(Modl * model)
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{
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model->name = "";
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model->parent = "";
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model->type = null;
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model->renderFlags = -1;
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model->m4x4Translation = glm::mat4(1.0f);
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model->texture = "";
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model->vertex = NULL;
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model->uv = NULL;
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model->mesh = NULL;
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model->meshSize = 0;
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}
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void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
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{
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// jump to first chunk
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@@ -170,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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if (!strcmp("MODL", (*it)->name))
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{
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Modl* tempModl = new Modl;
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setModlDefault(tempModl);
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// get all subchunks
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std::list<ChunkHeader*> tempChunks;
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@@ -1,17 +1,14 @@
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <Windows.h>
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#include "OpenGLController.h"
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#include "callback.h"
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "Texture.h"
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#include <iostream>
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#include <Windows.h>
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#include <string>
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#include <glm\gtc\matrix_transform.hpp>
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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#define MAX_MODEL_COUNT 1000
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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@@ -282,7 +279,7 @@ void OpenGLController::updateScene()
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int instanceOffset(0);
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for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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{
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// give texture to the shader
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glTexImage2D(GL_TEXTURE_2D,
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@@ -1,7 +1,5 @@
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#include "Texture.h"
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#include <iostream>
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#include <fstream>
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#include <Windows.h>
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TextureTGA::TextureTGA(const char * filePath)
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{
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@@ -1,6 +1,3 @@
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//#include "callback.h"
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include "OpenGLController.h"
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