(Yes, I did because here follows my full report)Patrice,
1.
BUG: please change the ptInCircle declaration to
BOOL ptInCircle(...).
2.
FEATURE: use the texture below to know your exact disposition in both 2D and 3D, and add the following code to your
long CALLBACK CallBack_ZoomCtrl(...):
........
case WM_KEYDOWN:
........
// WE UPDATE THE UV texCoord HERE
gtm_vertexBuffer[gnm_indexBuffer[gT.wasIndex]].texCoord[0] = float(gT.wasX / float(nW - 1));
gtm_vertexBuffer[gnm_indexBuffer[gT.wasIndex]].texCoord[1] = float(1.0f - float(gT.wasY / float(nH - 1)));
CreateUVmap(gT.meshselected, gT.wasIndex);
wcscopy(sAf, STRL(gT.wasX)); Add_Str(sAf, L" ");
SetWindowText(GetDlgItem(gT.hPanel, TOR_ID_COORD_X), sAf);
SetWindowText(GetDlgItem(gT.hPanel, TOR_ID_COORD_Y), STRL(gT.wasY));
ShowSaveButton();
// MLL 04-18-2019: update VBO and redraw immediately
long idx = gnm_indexBuffer[gT.wasIndex];
glBindBuffer(GL_ARRAY_BUFFER, gP.nVBO);
glBufferSubData(GL_ARRAY_BUFFER, idx * sizeof(MobjVertexT),
sizeof(MobjVertexT), >m_vertexBuffer[idx]);
glBindBuffer(GL_ARRAY_BUFFER, 0);
gP.bRedraw = TRUE; gl_DrawScene();
}
break;
........Now watch how different the OpenGL viewport events look from what we see in the GDI+ zoom control window.
This is
exactly why I've
always insisted on
every change being
immediately reflected in the 3D viewport. WYSIWYG is the key to success in visual design activities.
3.
BUG: if the texture is small enough like e.g. our
neutral_bump.png, zooming it in the zoom control actually minifies it till it flips at zero size and then starts to grow to its original size.
4.
BUG: Tor still doesn't reliably select and build the UV map for meshes other than the 0th one. In some models it does, but in many many others it doesn't. For instance, take a simple
carousel.obj model and see that it doesn't build the UV map for any mesh in it other than
center (OR logo)...
5.
BUG: Tor doesn't handle .TGA or .DDS textures.
6.
FEATURE?: those blurry lines and bullets "are driving me slightly mad"(c) ...