func (gdt *gameDataTransient) alloc() { if gdt.los.denizens.tex != nil { return } gdt.los.denizens.tex = house.MakeLosTexture() gdt.los.intruders.tex = house.MakeLosTexture() gdt.los.full_merger = make([]bool, house.LosTextureSizeSquared) gdt.los.merger = make([][]bool, house.LosTextureSize) for i := range gdt.los.merger { gdt.los.merger[i] = gdt.los.full_merger[i*house.LosTextureSize : (i+1)*house.LosTextureSize] } gdt.comm.script_to_game = make(chan interface{}, 1) gdt.comm.game_to_script = make(chan interface{}, 1) gdt.script = &gameScript{} base.Log().Printf("script = %p", gdt.script) }
func (a *Move) RenderOnFloor() { if a.ent == nil { return } if path_tex == nil { path_tex = house.MakeLosTexture() } path_tex.Remap() path_tex.Bind() gl.Color4ub(255, 255, 255, 128) base.EnableShader("path") base.SetUniformF("path", "threshold", float32(a.threshold)/255) base.SetUniformF("path", "size", house.LosTextureSize) texture.RenderAdvanced(0, 0, house.LosTextureSize, house.LosTextureSize, 3.1415926535, false) base.EnableShader("") }