0.8.1: project.json holds the version, the links, who made it and what it's built on (CMake reads it into fry_project.h and Windows' file details, which had stayed at 0.5.0); the About box lists the creators, the Help menu the website, reporting a problem and the newest version. Steadier far out: the grid's line sizes go by each pixel (not the focus, which jumps between the ground and the sky as you fly, popping every set at once), the far plane doesn't follow that focus when flying, and a wheel notch is at most twice as far as the nearest thing; the site's 0.8.1

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Nexoniarz 2026-10-21 17:30:43 +02:00
commit ee56ed4005
13 changed files with 176 additions and 64 deletions

View file

@ -102,10 +102,10 @@ public:
// each end turned to face the eye as much as it can (rain; lines drawn in pieces meet exactly).
void drawStreak(const glm::vec3& from, const glm::vec3& to, float width, const glm::vec4& color, TextureId texture, bool additive = false, float widthTo = -1.0f);
// A grid of lines on the plane through `centre` along u and v (unit), drawn for each pixel:
// four sets `first` × 10 apart, each showing by how far apart its lines are on the screen,
// the axes coloured; look: the lines' shade (0 dark, 1 light), how faint, how strong; fading
// out `reach` from the centre.
void drawGrid(const glm::vec3& centre, const glm::vec3& u, const glm::vec3& v, float first, const glm::vec3& look, float reach);
// every 10^n metres (`metre`: units in one), each set showing by how far apart its lines are
// on the screen, the axes coloured; look: the lines' shade (0 dark, 1 light), how faint, how
// strong; fading out `reach` from the centre.
void drawGrid(const glm::vec3& centre, const glm::vec3& u, const glm::vec3& v, float metre, const glm::vec3& look, float reach);
// skin: one matrix per joint (anim::skinMatrices) for skinned models; ignored otherwise.
// lighting: probe light for moving things (nullptr = lightmap or simple sun shading).
void drawModel(ModelId model, const glm::mat4& transform, const glm::vec4& tint = glm::vec4(1.0f),