diff --git a/src/6.pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.cpp b/src/6.pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.cpp index 9828003..2121f63 100644 --- a/src/6.pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.cpp +++ b/src/6.pbr/2.1.1.ibl_irradiance_conversion/ibl_irradiance_conversion.cpp @@ -234,7 +234,7 @@ int main() pbrShader.setMat4("view", view); pbrShader.setVec3("camPos", camera.Position); - // render rows*column number of spheres with material properties defined by textures (they all have the same material properties) + // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively glm::mat4 model = glm::mat4(1.0f); for (int row = 0; row < nrRows; ++row) { diff --git a/src/6.pbr/2.1.2.ibl_irradiance/ibl_irradiance.cpp b/src/6.pbr/2.1.2.ibl_irradiance/ibl_irradiance.cpp index cbd72b0..b9c27c2 100644 --- a/src/6.pbr/2.1.2.ibl_irradiance/ibl_irradiance.cpp +++ b/src/6.pbr/2.1.2.ibl_irradiance/ibl_irradiance.cpp @@ -279,7 +279,7 @@ int main() glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); - // render rows*column number of spheres with material properties defined by textures (they all have the same material properties) + // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively glm::mat4 model = glm::mat4(1.0f); for (int row = 0; row < nrRows; ++row) { diff --git a/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp b/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp index 5b38b95..9d840cc 100644 --- a/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp +++ b/src/6.pbr/2.2.1.ibl_specular/ibl_specular.cpp @@ -371,7 +371,7 @@ int main() glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_2D, brdfLUTTexture); - // render rows*column number of spheres with material properties defined by textures (they all have the same material properties) + // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively glm::mat4 model = glm::mat4(1.0f); for (int row = 0; row < nrRows; ++row) {