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@@ -144,7 +144,7 @@ namespace scene
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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load_chunk(i);
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LoadChunk(i);
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}
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lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
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@@ -266,7 +266,7 @@ namespace scene
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// if we have passed a model, load a new one and delete the one behind us
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if (last_model_pos != model_pos)
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{
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load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
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LoadChunk(model_pos + UPCOMING_MODEL_AMOUNT);
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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@@ -297,20 +297,6 @@ namespace scene
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{
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game_state = scene::Game_State::RUNNING;
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}
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
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{
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reg_left.CalibrateBackground();
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reg_right.CalibrateBackground();
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reg_up.CalibrateBackground();
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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std::vector<int> tresholds = reg_left.CalculateSkinTresholds();
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reg_right.setSkinTresholds(tresholds);
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reg_up.setSkinTresholds(tresholds);
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}
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}
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void scene::In_Game_Scene::update_hand_detection()
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@@ -351,7 +337,7 @@ namespace scene
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for (int i = digits.size() - 1; i >= 0; i--)
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{
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score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9;
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score_textures[digits[i]].get()->position.x = 0.15 * i - 0.9; // place the number at the top left. the numbers are just fine tuned to get the position just right
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render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
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}
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