summaryrefslogtreecommitdiff
path: root/bowshock/source/ini/bow/lop.cxx
diff options
context:
space:
mode:
Diffstat (limited to 'bowshock/source/ini/bow/lop.cxx')
-rw-r--r--bowshock/source/ini/bow/lop.cxx14
1 files changed, 7 insertions, 7 deletions
diff --git a/bowshock/source/ini/bow/lop.cxx b/bowshock/source/ini/bow/lop.cxx
index 3e607f2..7c9c120 100644
--- a/bowshock/source/ini/bow/lop.cxx
+++ b/bowshock/source/ini/bow/lop.cxx
@@ -35,7 +35,7 @@ auto ::bow::bow::lop() noexcept -> void {
.objs = nullptr,
};
- try {::bow::gensys(sysRoot,pldat.sysidt,pldat.tim);}
+ try {::bow::gensys(sysRoot,plydat.sysidt,plydat.tim);}
catch (::std::bad_alloc const & e) {
bow_logerr("unable to allocate memory for object");
::bow::abr();
@@ -67,15 +67,15 @@ auto ::bow::bow::lop() noexcept -> void {
};
::bow::addobj(objroot,objTmp);
- auto const scrlHand = [](::GLFWwindow * const win,[[maybe_unused]] double const xoff,double const yoff) -> void {
- ::bow::pldat * dat = static_cast<::bow::pldat *>(::glfwGetWindowUserPointer(win));
+ auto const scrlHand = [](::GLFWwindow * const win,[[maybe_unused]] ::zp::f04 const xoff,::zp::f04 const yoff) -> void {
+ ::bow::plydat * dat = static_cast<::bow::plydat *>(::glfwGetWindowUserPointer(win));
dat->zom *= ::std::pow(0x1.04p0f,0x0p0f-static_cast<float>(yoff));
};
- ::glfwSetWindowUserPointer(gfxdat.win,&pldat);
+ ::glfwSetWindowUserPointer(gfxdat.win,&plydat);
::glfwSetScrollCallback(gfxdat.win,scrlHand);
- for (;;++pldat.tim) {
+ for (;;++plydat.tim) {
if (polevt()) [[unlikely]] break;
::bow::grv(sysRoot);
@@ -84,7 +84,7 @@ auto ::bow::bow::lop() noexcept -> void {
::bow::mov(sysRoot);
::bow::mov(objroot);
- ::GLfloat const frm = 0x1p0*pldat.zom;
+ ::GLfloat const frm = 0x1p0*plydat.zom;
vtx[0x0u] = (::GLfloat)sysRoot.objs->nxt->pos.x/frm;
vtx[0x1u] = (::GLfloat)sysRoot.objs->nxt->pos.y/frm;
@@ -99,7 +99,7 @@ auto ::bow::bow::lop() noexcept -> void {
glBindBuffer(GL_ARRAY_BUFFER,vbo);
glBufferSubData(GL_ARRAY_BUFFER,0x0,sizeof (vtx),vtx);
- glUseProgram(gfxdat.shdprog);
+ glUseProgram(gfxdat.shdprg);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES,0x0,0x3 * 0x1);