(but kept the collider code etc in case I want to add some other sort of
collision detection later).
hair[i].velocity += ((-hair[i].velocity * DAMPING) + accel) * dt;
Vec3 new_pos = hair[i].pos + hair[i].velocity * dt;
- hair[i].pos = handle_collision(new_pos);
+ hair[i].pos = new_pos; //= handle_collision(new_pos);
dbg_force = force;
}
/* multiplying with the head rot matrix */
glPushMatrix();
glMultMatrixf(head_xform[0]);
+/*
glPushAttrib(GL_LINE_BIT);
glLineWidth(1);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+*/
for(size_t i=0; i<meshes.size(); i++) {
meshes[i]->draw();
}
+/*
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopAttrib();
+*/
glPopMatrix();
}
glEnd();
glPopAttrib();
- */
+*/
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);