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Merge pull request #104 from d3BugErr/master
Another take on PBR tutorials missing rows and columns
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@@ -135,10 +135,10 @@ int main()
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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;
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for (unsigned 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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shader.setFloat("metallic", (float)row / (float)nrRows);
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for (unsigned int col = 0; col < nrColumns; ++col)
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for (int col = 0; col < nrColumns; ++col)
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{
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// we clamp the roughness to 0.025 - 1.0 as perfectly smooth surfaces (roughness of 0.0) tend to look a bit off
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// on direct lighting.
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@@ -146,8 +146,8 @@ int main()
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(
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(col - (nrColumns / 2.)) * spacing,
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(row - (nrRows / 2.)) * spacing,
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(col - (nrColumns / 2)) * spacing,
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(row - (nrRows / 2)) * spacing,
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0.0f
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));
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shader.setMat4("model", model);
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@@ -151,9 +151,9 @@ int main()
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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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glm::mat4 model;
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for (unsigned 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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for (unsigned int col = 0; col < nrColumns; ++col)
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for (int col = 0; col < nrColumns; ++col)
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{
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(
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