Update GLM to latest version (0.9.9.3). This includes GLM's change of matrices no longer default initializing to the identity matrix. This commit thus also includes the update of all of LearnOpenGL's code to reflect this: all matrices are now constructor-initialized to the identity matrix where relevant.

This commit is contained in:
Joey de Vries
2018-12-30 14:27:14 +01:00
parent 239c456ae9
commit f4b6763356
474 changed files with 38219 additions and 38025 deletions

View File

@@ -167,7 +167,7 @@ int main()
glBindTexture(GL_TEXTURE_2D, texture2);
// create transformations
glm::mat4 transform;
glm::mat4 transform = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
transform = glm::rotate(transform, (float)glfwGetTime(), glm::vec3(0.0f, 0.0f, 1.0f));

View File

@@ -167,7 +167,7 @@ int main()
glBindTexture(GL_TEXTURE_2D, texture2);
glm::mat4 transform;
glm::mat4 transform = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
// first container
// ---------------
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));
@@ -182,7 +182,7 @@ int main()
// second transformation
// ---------------------
transform = glm::mat4(); // reset it to an identity matrix
transform = glm::mat4(1.0f); // reset it to identity matrix
transform = glm::translate(transform, glm::vec3(-0.5f, 0.5f, 0.0f));
float scaleAmount = sin(glfwGetTime());
transform = glm::scale(transform, glm::vec3(scaleAmount, scaleAmount, scaleAmount));

View File

@@ -170,9 +170,9 @@ int main()
ourShader.use();
// create transformations
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, glm::radians(-55.0f), glm::vec3(1.0f, 0.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

View File

@@ -202,9 +202,9 @@ int main()
ourShader.use();
// create transformations
glm::mat4 model;
glm::mat4 view;
glm::mat4 projection;
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
model = glm::rotate(model, (float)glfwGetTime(), glm::vec3(0.5f, 1.0f, 0.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);

View File

@@ -215,8 +215,8 @@ int main()
ourShader.use();
// create transformations
glm::mat4 view;
glm::mat4 projection;
glm::mat4 view = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -3.0f));
// pass transformation matrices to the shader
@@ -228,7 +228,7 @@ int main()
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));

View File

@@ -220,7 +220,7 @@ int main()
ourShader.use();
// camera/view transformation
glm::mat4 view;
glm::mat4 view = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
float radius = 10.0f;
float camX = sin(glfwGetTime()) * radius;
float camZ = cos(glfwGetTime()) * radius;
@@ -232,7 +232,7 @@ int main()
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));

View File

@@ -243,7 +243,7 @@ int main()
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));

View File

@@ -256,7 +256,7 @@ int main()
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));

View File

@@ -251,7 +251,7 @@ int main()
for (unsigned int i = 0; i < 10; i++)
{
// calculate the model matrix for each object and pass it to shader before drawing
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f); // make sure to initialize matrix to identity matrix first
model = glm::translate(model, cubePositions[i]);
float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f, 0.3f, 0.5f));