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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
fix: use radians instead of degrees for camera zoom.
This commit is contained in:
@@ -144,7 +144,7 @@ int main()
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// draw objects
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -156,7 +156,7 @@ int main()
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// draw objects
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -200,7 +200,7 @@ int main()
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -208,7 +208,7 @@ int main()
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -176,7 +176,7 @@ int main()
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -176,7 +176,7 @@ int main()
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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@@ -115,7 +115,7 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view/projection matrices
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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@@ -121,7 +121,7 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view/projection matrices
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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@@ -121,7 +121,7 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view/projection matrices
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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@@ -121,7 +121,7 @@ int main()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// configure view/projection matrices
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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@@ -158,7 +158,7 @@ int main()
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// -----------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (GLfloat)SCR_WIDTH / (GLfloat)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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shader.use();
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shader.setMat4("projection", projection);
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@@ -194,7 +194,7 @@ int main()
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// -----------------------------------------------
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glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 view = camera.GetViewMatrix();
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glm::mat4 model;
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shader.use();
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