diff --git a/src/6.pbr/1.1.lighting/lighting.cpp b/src/6.pbr/1.1.lighting/lighting.cpp index 0a3c9c8..ef722bd 100644 --- a/src/6.pbr/1.1.lighting/lighting.cpp +++ b/src/6.pbr/1.1.lighting/lighting.cpp @@ -135,10 +135,10 @@ int main() // render rows*column number of spheres with varying metallic/roughness values scaled by rows and columns respectively glm::mat4 model; - for (unsigned int row = 0; row < nrRows; ++row) + for (int row = 0; row < nrRows; ++row) { shader.setFloat("metallic", (float)row / (float)nrRows); - for (unsigned int col = 0; col < nrColumns; ++col) + for (int col = 0; col < nrColumns; ++col) { // we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off // on direct lighting. @@ -146,8 +146,8 @@ int main() model = glm::mat4(); model = glm::translate(model, glm::vec3( - (col - (nrColumns / 2.)) * spacing, - (row - (nrRows / 2.)) * spacing, + (col - (nrColumns / 2)) * spacing, + (row - (nrRows / 2)) * spacing, 0.0f )); shader.setMat4("model", model); diff --git a/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp b/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp index dafafb8..05ddccf 100644 --- a/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp +++ b/src/6.pbr/1.2.lighting_textured/lighting_textured.cpp @@ -151,9 +151,9 @@ int main() // render rows*column number of spheres with material properties defined by textures (they all have the same material properties) glm::mat4 model; - for (unsigned int row = 0; row < nrRows; ++row) + for (int row = 0; row < nrRows; ++row) { - for (unsigned int col = 0; col < nrColumns; ++col) + for (int col = 0; col < nrColumns; ++col) { model = glm::mat4(); model = glm::translate(model, glm::vec3(