diff --git a/README.md b/README.md index 2ebc133..517a8ec 100644 --- a/README.md +++ b/README.md @@ -16,14 +16,14 @@ Using root (sudo) and type `apt-get install libsoil-dev libglm-dev libassimp-dev Note that CodeBlocks or other IDEs may have issues running the programs due to problems finding the shader and resource files, however it should still be able to generate the exectuables. To work around this problem it is possible to set an environment variable to tell the tutorials where the resource files can be found. The environment variable is named LOGL_ROOT_PATH and may be set to the path to the root of the LearnOpenGL directory tree. For example: - `export LOGL_ROOT_PATH=/home/user/tutorials/LearmOpenGL` + `export LOGL_ROOT_PATH=/home/user/tutorials/LearnOpenGL` Running `ls $LOGL_ROOT_PATH` should list, among other things, this README file and the resources direcory. ## Mac OS X building Thanks to Stéphane le Boeuf, a Github fork was set up that successfully compiles on Mac OSX (and Linux as well); current CMake hasn't been adapted for Mac OSX yet. The following command lines build the projects on Mac OSX: ``` -git clone --recursive [https://github.com/stephane-lb/LearnOpenGL.git +git clone --recursive https://github.com/stephane-lb/LearnOpenGL.git cd LearnOpenGL mkdir build cd build diff --git a/src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp b/src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp index 9b1fd6f..99db806 100644 --- a/src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp +++ b/src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp @@ -32,7 +32,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset); void mouse_callback(GLFWwindow* window, double xpos, double ypos); void Do_Movement(); GLuint loadTexture(GLchar const * path); -GLuint loadCubemap(std::vector faces); +GLuint loadCubemap(std::vector faces); // Camera Camera camera(glm::vec3(0.0f, 0.0f, 3.0f)); @@ -198,13 +198,13 @@ int main() #pragma endregion // Cubemap (Skybox) - std::vector faces; - faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg").c_str()); - faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg").c_str()); - faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg").c_str()); - faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg").c_str()); - faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg").c_str()); - faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg").c_str()); + std::vector faces; + faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg")); + faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg")); + faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg")); + faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg")); + faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg")); + faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg")); GLuint skyboxTexture = loadCubemap(faces); // Draw as wireframe @@ -272,7 +272,7 @@ int main() // -Y (bottom) // +Z (front)? (CHECK THIS) // -Z (back)? -GLuint loadCubemap(std::vector faces) +GLuint loadCubemap(std::vector faces) { GLuint textureID; glGenTextures(1, &textureID); @@ -284,7 +284,7 @@ GLuint loadCubemap(std::vector faces) glBindTexture(GL_TEXTURE_CUBE_MAP, textureID); for (GLuint i = 0; i < faces.size(); i++) { - image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB); + image = SOIL_load_image(faces[i].c_str(), &width, &height, 0, SOIL_LOAD_RGB); glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image); } glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); diff --git a/src/5.advanced_lighting/9.ssao/ssao_lighting.frag b/src/5.advanced_lighting/9.ssao/ssao_lighting.frag index afd5332..fe97b41 100644 --- a/src/5.advanced_lighting/9.ssao/ssao_lighting.frag +++ b/src/5.advanced_lighting/9.ssao/ssao_lighting.frag @@ -52,8 +52,8 @@ void main() FragColor = vec4(vec3(Depth / 50.0), 1.0); else if(draw_mode == 3) FragColor = vec4(FragPos, 1.0); - else if(draw_mode == 3) + else if(draw_mode == 4) FragColor = vec4(Normal, 1.0); - else if(draw_mode == 4) + else if(draw_mode == 5) FragColor = vec4(vec3(AmbientOcclusion), 1.0); }