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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-16 16:04:32 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-16 16:04:32 -0500
commited08b673c50b076042d8f0c49501372168142764 (patch)
tree18ecda99942ef11ce4023c3ad4437976f96b75da /src/main.cpp
parent224645d1071c14b4829dbb3ae35870868fcff85a (diff)
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Refactored renderer
Renderer is basically now more C++'y, as it makes more use of classes (a lot of GL types have been wrapped), and the renderer itself is now a class. The monitor mesh is also now indexed.

Tweaked the NTSC artifacting after inadvertently fixing a bug with the way the image was loaded.
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp17
1 files changed, 2 insertions, 15 deletions
diff --git a/src/main.cpp b/src/main.cpp index d51da7d..ddbc15f 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -1,27 +1,14 @@
1#include <ctime>
2#include <list>
3#include <cstdlib>
4#include "renderer.h"
5#include "muxer.h" 1#include "muxer.h"
6#include "game.h" 2#include "game.h"
7 3
8int main() 4int main()
9{ 5{
10 srand(time(NULL));
11
12 GLFWwindow* window = initRenderer();
13 glfwSwapInterval(1);
14
15 initMuxer(); 6 initMuxer();
16 7
17 // Put this in a block so game goes out of scope before we destroy the renderer 8 Game game;
18 { 9 game.execute();
19 Game game {window};
20 game.execute();
21 }
22 10
23 destroyMuxer(); 11 destroyMuxer();
24 destroyRenderer();
25 12
26 return 0; 13 return 0;
27} 14}