diff --git a/src/4.advanced_opengl/5.2.framebuffers_exercise1/framebuffers_exercise1.cpp b/src/4.advanced_opengl/5.2.framebuffers_exercise1/framebuffers_exercise1.cpp index 2682a96..c6d30d5 100644 --- a/src/4.advanced_opengl/5.2.framebuffers_exercise1/framebuffers_exercise1.cpp +++ b/src/4.advanced_opengl/5.2.framebuffers_exercise1/framebuffers_exercise1.cpp @@ -250,11 +250,9 @@ int main() shader.use(); glm::mat4 model = glm::mat4(1.0f); camera.Yaw += 180.0f; // rotate the camera's yaw 180 degrees around - camera.Pitch += 180.0f; // rotate the camera's pitch 180 degrees around camera.ProcessMouseMovement(0, 0, false); // call this to make sure it updates its camera vectors, note that we disable pitch constrains for this specific case (otherwise we can't reverse camera's pitch values) glm::mat4 view = camera.GetViewMatrix(); camera.Yaw -= 180.0f; // reset it back to its original orientation - camera.Pitch -= 180.0f; camera.ProcessMouseMovement(0, 0, true); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); shader.setMat4("view", view);