Added amalia kiss reflex on pyramids
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After Width: | Height: | Size: 33 KiB |
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@ -51,7 +51,7 @@ public class ScreenDesktop1 extends AbstractScreenDesktop {
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mpb.rect(-20f,-1f,-20f, -20f,-1f,20f, 20f,-1f,20f, 20f,-1f,-20f, 0,1,0);
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mpb.rect(-20f,-1f,-20f, -20f,-1f,20f, 20f,-1f,20f, 20f,-1f,-20f, 0,1,0);
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background = modelBuilder.end();
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background = modelBuilder.end();
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pyramidImage = new Texture(Gdx.files.internal("background/doom-credits.png"));
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pyramidImage = new Texture(Gdx.files.internal("background/amalia-kiss-reflex.png"));
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//Material material2 = new Material(ColorAttribute.createDiffuse(.2f,.2f,.7f,1f));
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//Material material2 = new Material(ColorAttribute.createDiffuse(.2f,.2f,.7f,1f));
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Material material = new Material(TextureAttribute.createDiffuse(pyramidImage));
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Material material = new Material(TextureAttribute.createDiffuse(pyramidImage));
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@ -87,21 +87,21 @@ public class ScreenDesktop1 extends AbstractScreenDesktop {
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modelBuilder.begin();
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modelBuilder.begin();
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MeshPartBuilder mpb = modelBuilder.part(name, GL20.GL_TRIANGLES, attr, material);
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MeshPartBuilder mpb = modelBuilder.part(name, GL20.GL_TRIANGLES, attr, material);
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v1.set(new Vector3(-width,0, width), normal, null, new Vector2(1,0));
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v1.set(new Vector3(-width,0, width), normal, null, new Vector2(1,1));
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v2.set(new Vector3(width,0, width), normal, null, new Vector2(0,1));
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v2.set(new Vector3(width,0, width), normal, null, new Vector2(0,.6f));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,1));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,0));
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mpb.triangle(v1, v2, v3);
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mpb.triangle(v1, v2, v3);
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v1.set(new Vector3(width,0, width), normal, null, new Vector2(1,0));
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v1.set(new Vector3(width,0, width), normal, null, new Vector2(1,1));
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v2.set(new Vector3(width,0, -width), normal, null, new Vector2(0,1));
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v2.set(new Vector3(width,0, -width), normal, null, new Vector2(0,.6f));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,1));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,0));
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mpb.triangle(v1, v2, v3);
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mpb.triangle(v1, v2, v3);
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v1.set(new Vector3(width,0, -width), normal, null, new Vector2(1,0));
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v1.set(new Vector3(width,0, -width), normal, null, new Vector2(1,1));
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v2.set(new Vector3(-width,0, -width), normal, null, new Vector2(0,1));
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v2.set(new Vector3(-width,0, -width), normal, null, new Vector2(0,.6f));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,1));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,0));
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mpb.triangle(v1, v2, v3);
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mpb.triangle(v1, v2, v3);
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v1.set(new Vector3(-width,0, -width), normal, null, new Vector2(1,0));
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v1.set(new Vector3(-width,0, -width), normal, null, new Vector2(1,1));
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v2.set(new Vector3(-width,0, width), normal, null, new Vector2(0,1));
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v2.set(new Vector3(-width,0, width), normal, null, new Vector2(0,.6f));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,1));
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v3.set(new Vector3(0, height, 0), normal, null, new Vector2(1,0));
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mpb.triangle(v1, v2, v3);
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mpb.triangle(v1, v2, v3);
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return modelBuilder.end();
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return modelBuilder.end();
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}
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}
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