Spheres model matrix generation fix

Fix of integer division resulting in some spheres being rendered at same position.
Removed redundant float cast as all operands are being promoted to double anyways.
This commit is contained in:
d3BugErr
2018-04-10 11:23:09 +03:00
committed by GitHub
parent c4c5fea218
commit d702e0c6bf

View File

@@ -43,7 +43,10 @@ int main()
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#ifdef __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
#endif
// glfw window creation // glfw window creation
// -------------------- // --------------------
@@ -102,7 +105,7 @@ int main()
// initialize static shader uniforms before rendering // initialize static shader uniforms before rendering
// -------------------------------------------------- // --------------------------------------------------
glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
shader.use(); shader.use();
shader.setMat4("projection", projection); shader.setMat4("projection", projection);
@@ -143,8 +146,8 @@ int main()
model = glm::mat4(); model = glm::mat4();
model = glm::translate(model, glm::vec3( model = glm::translate(model, glm::vec3(
(float)(col - (nrColumns / 2)) * spacing, (col - (nrColumns / 2.)) * spacing,
(float)(row - (nrRows / 2)) * spacing, (row - (nrRows / 2.)) * spacing,
0.0f 0.0f
)); ));
shader.setMat4("model", model); shader.setMat4("model", model);