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

@@ -248,7 +248,7 @@ int main()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shader.use();
glm::mat4 model;
glm::mat4 model = glm::mat4(1.0f);
camera.Yaw += 180.0f; // rotate the camera's yaw 180 degrees around
camera.Pitch += 180.0f; // rotate the camera's pitch 180 degrees around
camera.ProcessMouseMovement(0, 0, false); // call this to make sure it updates its camera vectors, note that we disable pitch constrains for this specific case (otherwise we can't reverse camera's pitch values)
@@ -266,14 +266,14 @@ int main()
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
// floor
glBindVertexArray(planeVAO);
glBindTexture(GL_TEXTURE_2D, floorTexture);
shader.setMat4("model", glm::mat4());
shader.setMat4("model", glm::mat4(1.0f));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
@@ -284,7 +284,7 @@ int main()
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
model = glm::mat4();
model = glm::mat4(1.0f);
view = camera.GetViewMatrix();
shader.setMat4("view", view);
@@ -295,14 +295,14 @@ int main()
model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
model = glm::mat4();
model = glm::mat4(1.0f);
model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
shader.setMat4("model", model);
glDrawArrays(GL_TRIANGLES, 0, 36);
// floor
glBindVertexArray(planeVAO);
glBindTexture(GL_TEXTURE_2D, floorTexture);
shader.setMat4("model", glm::mat4());
shader.setMat4("model", glm::mat4(1.0f));
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);