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Tier2: use utlvector for cylinder points and initialize buffer

This commit is contained in:
Kawe Mazidjatari 2024-04-12 00:45:10 +02:00
parent 8ab413be1a
commit 94002305a3

@ -69,7 +69,7 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
float flDegrees = 360.f / float(nSides);
QAngle vComposed;
Vector3D vForward;
vector<Vector3D> vvPoints;
CUtlVector<Vector3D> vecPoints(0, nSides);
AngleVectors(vAngles, &vForward);
@ -79,13 +79,13 @@ void DebugDrawCylinder(const Vector3D& vOrigin, const QAngle& vAngles, float flR
AngleCompose(vAngles, { 0.f, 0.f, flDegrees * i }, vComposed);
AngleVectors(vComposed, nullptr, &right, nullptr);
vvPoints.push_back(vOrigin + (right * flRadius));
vecPoints.AddToTail(vOrigin + (right * flRadius));
}
for (int i = 0; i < nSides; i++)
{
Vector3D vStart = vvPoints[i];
Vector3D vEnd = i == 0 ? vvPoints[nSides - 1] : vvPoints[i - 1];
Vector3D vStart = vecPoints[i];
Vector3D vEnd = i == 0 ? vecPoints[nSides - 1] : vecPoints[i - 1];
v_RenderLine(vStart, vEnd, color, bZBuffer);
v_RenderLine(vStart + (vForward * flHeight), vEnd + (vForward * flHeight), color, bZBuffer);