Changed some incorrect comments regarding where the metallic/roughness values come from

This commit is contained in:
Nicholas Blaskey
2020-10-11 17:25:54 -04:00
parent 649f40b01e
commit 03c814d403
3 changed files with 3 additions and 3 deletions

View File

@@ -234,7 +234,7 @@ int main()
pbrShader.setMat4("view", view); pbrShader.setMat4("view", view);
pbrShader.setVec3("camPos", camera.Position); 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); glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row) for (int row = 0; row < nrRows; ++row)
{ {

View File

@@ -279,7 +279,7 @@ int main()
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap); 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); glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row) for (int row = 0; row < nrRows; ++row)
{ {

View File

@@ -371,7 +371,7 @@ int main()
glActiveTexture(GL_TEXTURE2); glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, brdfLUTTexture); 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); glm::mat4 model = glm::mat4(1.0f);
for (int row = 0; row < nrRows; ++row) for (int row = 0; row < nrRows; ++row)
{ {