minimum gap between two primitives

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if(rand() % 200 == 0)
					{
							switch(rand()%8)
							{

							case 0:
							//T
							triangle = new Triangle(850 + Cameraposition[0],319);
							objects.push_back(triangle);
							triangle->SetAlive(true);
							break;

							case 1:
							//TT
							triangle = new Triangle(850 + Cameraposition[0],319);
							objects.push_back(triangle);
							triangle->SetAlive(true);
							triangle = new Triangle(850 +30+ Cameraposition[0],319);
							objects.push_back(triangle);
							triangle->SetAlive(true);
							break;


							}

					}


How can i introduce a minimum gap sort of thing between these cases?
Last edited on
I'm not sure I understand. Something like this?
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int xoffset = 0, yoffset = 0;
if(rand() % 200 == 0)
{
    switch(rand()%8)
    {
    case 0:
    //T
    triangle = new Triangle(850 + Cameraposition[0] + xoffset, 319+yoffset);
    objects.push_back(triangle);
    triangle->SetAlive(true);
    break;
    case 1:
    ...
    }//switch
    xoffset += XGAP;
    yoffset += YGAP;
}//if 
hey! thanx buddy ....that would work .

I also solved this by storing the current player position and waiting for player to displace by a specific distance before rendering next object.

Just incase someone else faces this problem
Either use maeridien's method.
Or
just use player position to produce gaps in between two renders.

Anything you wish!!
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