Fix for ghosts being rendered in correct order

This commit is contained in:
2023-10-20 21:46:03 -04:00
parent a40cef5e93
commit a25f8107ba
5 changed files with 39 additions and 17 deletions

View File

@@ -6,6 +6,7 @@
#include <string>
#include "collisions.h"
#include "ghost.h"
const float lightoffsetmax = 15.0;
const float light_persist_factor = 0.99;
@@ -24,12 +25,12 @@ class Player {
int num_walls;
float *wall_vertices;
glm::vec3 get_position();
glm::vec3 get_camera_front();
glm::vec3 get_camera_up();
glm::vec3 get_camera_pos();
glm::vec3 get_light_pos();
glm::vec3 get_light_front();
glm::vec3 get_pos() const;
glm::vec3 get_camera_front() const;
glm::vec3 get_camera_up() const;
glm::vec3 get_camera_pos() const;
glm::vec3 get_light_pos() const;
glm::vec3 get_light_front() const;
float get_yaw();
float get_pitch();
float get_fov();
@@ -40,6 +41,8 @@ class Player {
bool is_in_air();
void apply_movement(float timed);
bool operator()(const Ghost &a, const Ghost &b) const;
private:
float yaw;
float pitch;