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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Changed some incorrect comments regarding where the metallic/roughness values come from
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@@ -234,7 +234,7 @@ int main()
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pbrShader.setMat4("view", view);
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pbrShader.setMat4("view", view);
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pbrShader.setVec3("camPos", camera.Position);
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pbrShader.setVec3("camPos", camera.Position);
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// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
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// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row)
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for (int row = 0; row < nrRows; ++row)
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{
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{
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@@ -279,7 +279,7 @@ int main()
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
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// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
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// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row)
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for (int row = 0; row < nrRows; ++row)
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{
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{
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@@ -371,7 +371,7 @@ int main()
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
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glBindTexture(GL_TEXTURE_2D, brdfLUTTexture);
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// render rows*column number of spheres with material properties defined by textures (they all have the same material properties)
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// render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively
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glm::mat4 model = glm::mat4(1.0f);
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glm::mat4 model = glm::mat4(1.0f);
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for (int row = 0; row < nrRows; ++row)
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for (int row = 0; row < nrRows; ++row)
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{
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{
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