Cleanup sea triangles creation.
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		@ -157,7 +157,7 @@ def main():
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    sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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					    sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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    sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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					    sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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    sea_triangles = sea.SeaTriangles(64, proj_far_z - 0.1, proj_ratio)
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					    sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
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    scene = SceneNode(
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					    scene = SceneNode(
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        FuncNode(update_camera, (mouse, camera, environment)),
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					        FuncNode(update_camera, (mouse, camera, environment)),
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										63
									
								
								game/sea.py
									
									
									
									
									
								
							
							
						
						
									
										63
									
								
								game/sea.py
									
									
									
									
									
								
							@ -71,35 +71,34 @@ def load_detail_texture(path, scale = 0.5, waves_height = 0.002):
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    data = array(_typecode, list(map(_conv, normals)))
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					    data = array(_typecode, list(map(_conv, normals)))
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    return Texture(_format, width, height, 0, _flags, data)
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					    return Texture(_format, width, height, 0, _flags, data)
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class SeaTriangles(Triangles):
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					# TODO: with FOV
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    # TODO: with FOV
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					def sea_triangles(vsubdivs, distance, projection_ratio):
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    def __init__(self, vsubdivs, distance, projection_ratio):
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					    assert vsubdivs > 0
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        assert vsubdivs > 0
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					    vertices = []
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        vertices = []
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					    hsubdivs = round(vsubdivs * projection_ratio)
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        hsubdivs = round(vsubdivs * projection_ratio)
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					    z = -distance
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        z = -distance
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					    width = distance * projection_ratio
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        width = distance * projection_ratio
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					    height = distance
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        height = distance
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					    startx = width * -0.5
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        startx = width * -0.5
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					    starty = height * -0.5
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        starty = height * -0.5
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					    stepx = width / hsubdivs
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        stepx = width / hsubdivs
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					    stepy = height / vsubdivs
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        stepy = height / vsubdivs
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					    y1 = starty
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        y1 = starty
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					    y2 = y1 + stepy
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        y2 = y1 + stepy
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					    for sy in range(vsubdivs):
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        for sy in range(vsubdivs):
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					        x1 = startx
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            x1 = startx
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					        x2 = x1 + stepx
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            x2 = x1 + stepx
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					        for sx in range(hsubdivs):
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            for sx in range(hsubdivs):
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					            a = (x1, y2, z)
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                a = (x1, y2, z)
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					            b = (x2, y1, z)
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                b = (x2, y1, z)
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					            vertices.append((x1, y1, z))
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                vertices.append((x1, y1, z))
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					            vertices.append(b)
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                vertices.append(b)
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					            vertices.append(a)
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                vertices.append(a)
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					            vertices.append((x2, y2, z))
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                vertices.append((x2, y2, z))
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					            vertices.append(a)
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                vertices.append(a)
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					            vertices.append(b)
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                vertices.append(b)
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					            x1 = x2
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                x1 = x2
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					            x2 += stepx
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                x2 += stepx
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					        y1 = y2
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            y1 = y2
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					        y2 += stepy
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            y2 += stepy
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					    return Triangles(array('f', chain.from_iterable(vertices)))
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        super().__init__(array('f', chain.from_iterable(vertices)))
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