Loading nacl_test_tnl2/nacl_test_tnl2.html +1 −1 Original line number Diff line number Diff line Loading @@ -11,7 +11,7 @@ <object type="application/x-torque-socket" id="torque_socket_plugin" width="0" height="0"> </object> <h1>test_tnl2 embedded in a web page</h1> <p> You should a yellow box below, representing a server game world. Red rectangles represent buildings in You should a yellow box below, representing a client game world. Red rectangles represent buildings in the sample game world and the small blue squares represent players. </p> <p> Loading nacl_test_tnl2/run_test.sh 0 → 100755 +2 −0 Original line number Diff line number Diff line /Applications/Google\ Chrome.app/Contents/MacOS/Google\ Chrome --no-sandbox --enable-nacl localhost:5103/nacl_test_tnl2.html test_tnl2/test_game_render_frame_gl_es_2.h +17 −10 Original line number Diff line number Diff line Loading @@ -135,26 +135,33 @@ static void test_game_render_frame_open_gl(test_game *the_game) glClearColor(1, 1, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); enum { circle_vert_count = 30, }; GLfloat circle_verts[3 * (circle_vert_count + 1)]; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, circle_verts); /*if(the_game->_client_player) if(the_game->_client_player) { position p = the_game->_client_player->_render_pos; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin(GL_POLYGON); glColor4f(0.5f, 0.5f, 0.5f, 0.65f); for(float32 r = 0; r < 3.1415 * 2; r += 0.1f) for(uint32 i = 0; i < (circle_vert_count+1); i++) { glVertex2f(p.x + 0.25f * cos(r), p.y + 0.25f * sin(r)); float r = (i / float(circle_vert_count)) * 3.1415 * 2; GLfloat *v = circle_verts + i * 3; v[0] = (p.x + 0.25f * cos(r)) * 2 - 1; v[1] = 1 - (p.y + 0.25f * sin(r)) * 2; v[2] = 0; } glEnd(); glUniform4f(color_loc, 0.5, 0.5, 0.5, 0.65); glDrawArrays(GL_TRIANGLE_FAN, 0,circle_vert_count - 1); glDisable(GL_BLEND); }*/ } GLfloat render_vertices[12]; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, render_vertices); glEnableVertexAttribArray(0); // then draw all the _buildings. glUniform4f(color_loc, 1, 0, 0, 1); Loading tnl2/net_connection.h +4 −4 Original line number Diff line number Diff line Loading @@ -165,6 +165,8 @@ public: /// If force is true and there is space in the window, it will always send a packet. void check_packet_send(bool force, net::time current_time) { if(window_full() || !is_data_to_transmit()) return; net::time delay = net::time( _current_packet_send_period ); if(!force) Loading @@ -177,8 +179,6 @@ public: _send_delay_credit = net::time(1000); } prepare_write_packet(); if(window_full() || !is_data_to_transmit()) return; net::packet_stream stream(_current_packet_send_size); _last_update_time = current_time; Loading Loading @@ -308,7 +308,7 @@ public: bool window_full() { return _notify_queue_head && (_last_send_sequence - _notify_queue_head->sequence >= torque_sockets_packet_window_size); return _notify_queue_head && (_last_send_sequence - _notify_queue_head->sequence >= torque_sockets_packet_window_size - 2); } Loading Loading @@ -365,7 +365,7 @@ public: protected: enum rate_defaults { default_fixed_bandwidth = 2500, ///< The default send/receive bandwidth - 2.5 Kb per second. default_fixed_send_period = 96, ///< The default delay between each packet send - approx 10 packets per second. default_fixed_send_period = 200, ///< The default delay between each packet send - approx 5 packets per second. max_fixed_bandwidth = 65535, ///< The maximum bandwidth for a connection using the fixed rate transmission method. max_fixed_send_period = 2047, ///< The maximum period between packets in the fixed rate send transmission method. }; Loading Loading
nacl_test_tnl2/nacl_test_tnl2.html +1 −1 Original line number Diff line number Diff line Loading @@ -11,7 +11,7 @@ <object type="application/x-torque-socket" id="torque_socket_plugin" width="0" height="0"> </object> <h1>test_tnl2 embedded in a web page</h1> <p> You should a yellow box below, representing a server game world. Red rectangles represent buildings in You should a yellow box below, representing a client game world. Red rectangles represent buildings in the sample game world and the small blue squares represent players. </p> <p> Loading
nacl_test_tnl2/run_test.sh 0 → 100755 +2 −0 Original line number Diff line number Diff line /Applications/Google\ Chrome.app/Contents/MacOS/Google\ Chrome --no-sandbox --enable-nacl localhost:5103/nacl_test_tnl2.html
test_tnl2/test_game_render_frame_gl_es_2.h +17 −10 Original line number Diff line number Diff line Loading @@ -135,26 +135,33 @@ static void test_game_render_frame_open_gl(test_game *the_game) glClearColor(1, 1, 0, 0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); enum { circle_vert_count = 30, }; GLfloat circle_verts[3 * (circle_vert_count + 1)]; glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, circle_verts); /*if(the_game->_client_player) if(the_game->_client_player) { position p = the_game->_client_player->_render_pos; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin(GL_POLYGON); glColor4f(0.5f, 0.5f, 0.5f, 0.65f); for(float32 r = 0; r < 3.1415 * 2; r += 0.1f) for(uint32 i = 0; i < (circle_vert_count+1); i++) { glVertex2f(p.x + 0.25f * cos(r), p.y + 0.25f * sin(r)); float r = (i / float(circle_vert_count)) * 3.1415 * 2; GLfloat *v = circle_verts + i * 3; v[0] = (p.x + 0.25f * cos(r)) * 2 - 1; v[1] = 1 - (p.y + 0.25f * sin(r)) * 2; v[2] = 0; } glEnd(); glUniform4f(color_loc, 0.5, 0.5, 0.5, 0.65); glDrawArrays(GL_TRIANGLE_FAN, 0,circle_vert_count - 1); glDisable(GL_BLEND); }*/ } GLfloat render_vertices[12]; glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, render_vertices); glEnableVertexAttribArray(0); // then draw all the _buildings. glUniform4f(color_loc, 1, 0, 0, 1); Loading
tnl2/net_connection.h +4 −4 Original line number Diff line number Diff line Loading @@ -165,6 +165,8 @@ public: /// If force is true and there is space in the window, it will always send a packet. void check_packet_send(bool force, net::time current_time) { if(window_full() || !is_data_to_transmit()) return; net::time delay = net::time( _current_packet_send_period ); if(!force) Loading @@ -177,8 +179,6 @@ public: _send_delay_credit = net::time(1000); } prepare_write_packet(); if(window_full() || !is_data_to_transmit()) return; net::packet_stream stream(_current_packet_send_size); _last_update_time = current_time; Loading Loading @@ -308,7 +308,7 @@ public: bool window_full() { return _notify_queue_head && (_last_send_sequence - _notify_queue_head->sequence >= torque_sockets_packet_window_size); return _notify_queue_head && (_last_send_sequence - _notify_queue_head->sequence >= torque_sockets_packet_window_size - 2); } Loading Loading @@ -365,7 +365,7 @@ public: protected: enum rate_defaults { default_fixed_bandwidth = 2500, ///< The default send/receive bandwidth - 2.5 Kb per second. default_fixed_send_period = 96, ///< The default delay between each packet send - approx 10 packets per second. default_fixed_send_period = 200, ///< The default delay between each packet send - approx 5 packets per second. max_fixed_bandwidth = 65535, ///< The maximum bandwidth for a connection using the fixed rate transmission method. max_fixed_send_period = 2047, ///< The maximum period between packets in the fixed rate send transmission method. }; Loading