Revert "Spheres model matrix generation fix"

This reverts commit d702e0c6bf.
This commit is contained in:
Erik
2018-04-10 12:39:42 +03:00
parent d702e0c6bf
commit e511ca603d

View File

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