state_.heroine->animation.startSequence("FlyDiagonallyUp");
state_.interp.init(0.0, 1.0, 4.0, moof::lerp_scalar::oscillate);
+
+ sceneMesh = moof::resource::load("classic.ac");
}
if (!state_.scene) return;
state_.camera.upload_to_gl(alpha);
+ float pos[] = {state_.heroine->state().position[0],
+ state_.heroine->state().position[1], 0.0f};
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+
// DRAW THE SCENE
moof::image::reset_binding();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- state_.scene->draw_if_visible(alpha, state_.camera.frustum());
+ //state_.scene->draw_if_visible(alpha, state_.camera.frustum());
+ sceneMesh->draw(alpha);
state_.heroine->draw(alpha);
mRay.draw();