diff --git a/solar_system.js b/solar_system.js index d537ef210b1bede7deefac88115a57aab76a4c24..3f50587296ac07fdd638d3681c0eec87f9218bee 100644 --- a/solar_system.js +++ b/solar_system.js @@ -350,15 +350,15 @@ bodyCaracs.forEach((e, i, a) => { // List of the different textures. Order is important here var bodyTexPaths = [ - "images/2k_sun.jpg", - "images/2k_mercury.jpg", - "images/2k_venus.jpg", - "images/2k_earth_daymap.jpg", - "images/2k_mars.jpg", - "images/2k_jupiter.jpg", - "images/2k_saturn.jpg", - "images/2k_uranus.jpg", - "images/2k_neptune.jpg" + "/images/2k_sun.jpg", + "/images/2k_mercury.jpg", + "/images/2k_venus.jpg", + "/images/2k_earth_daymap.jpg", + "/images/2k_mars.jpg", + "/images/2k_jupiter.jpg", + "/images/2k_saturn.jpg", + "/images/2k_uranus.jpg", + "/images/2k_neptune.jpg" ] // Currently selected body (used for the user to change body) @@ -383,17 +383,17 @@ function init_wgl() // Generate all the textures let tex = Texture2d(); - tex.load("images",gl.RGB8); + tex.load("/images",gl.RGB8); // ... // texture cubeMap for the skybox texSkybox = TextureCubeMap([gl.TEXTURE_MIN_FILTER, gl.LINEAR]); - texSkybox.load(["images/skybox/skybox_1k.png", - "images/skybox/skybox_1k.png", - "images/skybox/skybox_1k.png", - "images/skybox/skybox_1k.png", - "images/skybox/skybox_1k.png", - "images/skybox/skybox_1k.png",]) + texSkybox.load(["/images/skybox/skybox_1k.png", + "/images/skybox/skybox_1k.png", + "/images/skybox/skybox_1k.png", + "/images/skybox/skybox_1k.png", + "/images/skybox/skybox_1k.png", + "/images/skybox/skybox_1k.png",]) .then( () => { update_wgl(); }); @@ -411,7 +411,7 @@ function init_wgl() [gl.TEXTURE_MAG_FILTER, gl.NEAREST], [gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST], [gl.TEXTURE_WRAP_S, gl.REPEAT]); - cloud.load("images/2k_earth_clouds.jpg").then(update_wgl); + cloud.load("/images/2k_earth_clouds.jpg").then(update_wgl); bodyCaracs[i].cloudTex = cloud; // Load night texture for the earth @@ -419,7 +419,7 @@ function init_wgl() [gl.TEXTURE_MAG_FILTER, gl.LINEAR], [gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST], [gl.TEXTURE_WRAP_S, gl.REPEAT]); - night.load("images/2k_earth_nightmap.jpg").then(update_wgl); + night.load("/images/2k_earth_nightmap.jpg").then(update_wgl); bodyCaracs[i].nightTex = night; } }); @@ -448,7 +448,7 @@ function init_wgl() // Asteroid texture texRock = Texture2d(); - texRock.load("rock/rock.png").then(update_wgl); + texRock.load("/rock/rock.png").then(update_wgl); // Create a typed array to contain all the 4x4 model matrices of each asteroïd const matrixData = new Float32Array(4 * 4 * nbAsteroids); @@ -480,7 +480,7 @@ function init_wgl() const matrixBuffer = VBO(matrixData); // Load the .obj mesh and use an instanced renderer (with 4 VBO, to recreate a 4x4 matrix) to get a lot of asteroïds - Mesh.loadObjFile("rock/rock.obj").then((meshes) => + Mesh.loadObjFile("/rock/rock.obj").then((meshes) => { rockRend = meshes[0].instanced_renderer([ [3, matrixBuffer, 1, 4 * 4, 0 * 4, 4],