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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
fix texture1 uniform name & two shader variables
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@@ -170,7 +170,7 @@ int main()
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// shader configuration
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// shader configuration
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// --------------------
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// --------------------
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shader.use();
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shader.use();
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shader.setInt("ourTexture", 0);
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shader.setInt("texture1", 0);
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// render loop
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// render loop
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// -----------
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// -----------
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@@ -243,12 +243,12 @@ 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(-1.0f, 0.0f, -1.0f));
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model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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shader.setMat4("model", model);
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shaderSingleColor.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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model = glm::mat4();
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model = glm::mat4();
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
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model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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model = glm::scale(model, glm::vec3(scale, scale, scale));
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shader.setMat4("model", model);
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shaderSingleColor.setMat4("model", model);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glDrawArrays(GL_TRIANGLES, 0, 36);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glStencilMask(0xFF);
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glStencilMask(0xFF);
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