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https://github.com/JoeyDeVries/LearnOpenGL.git
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Revert "Spheres model matrix generation fix"
This reverts commit d702e0c6bf.
This commit is contained in:
@@ -43,10 +43,7 @@ int main()
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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#ifdef __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
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#endif
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// glfw window creation
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// glfw window creation
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// --------------------
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// --------------------
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@@ -105,7 +102,7 @@ int main()
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// initialize static shader uniforms before rendering
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// initialize static shader uniforms before rendering
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// --------------------------------------------------
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// --------------------------------------------------
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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shader.use();
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shader.use();
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shader.setMat4("projection", projection);
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shader.setMat4("projection", projection);
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@@ -146,8 +143,8 @@ int main()
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model = glm::mat4();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(
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model = glm::translate(model, glm::vec3(
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(col - (nrColumns / 2.)) * spacing,
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(float)(col - (nrColumns / 2)) * spacing,
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(row - (nrRows / 2.)) * spacing,
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(float)(row - (nrRows / 2)) * spacing,
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0.0f
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0.0f
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));
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));
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shader.setMat4("model", model);
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shader.setMat4("model", model);
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