I think transformations should somewhat work now

This commit is contained in:
Robert 2021-01-23 19:11:55 +01:00
parent a9f169deba
commit 83b5453088
7 changed files with 47 additions and 240 deletions

View file

@ -71,9 +71,9 @@ int main(int argc, char** argv)
oglu::Enable(GL_DEPTH_TEST);
oglu::Camera camera(45.0f, 1.0f, 0.1f, 100.0f);
camera.Move(0.0f, -5.0f, -10.0f);
camera.LookAt(glm::value_ptr(glm::make_vec3(utah.GetPosition()) + glm::vec3(0.0f, 2.0f, 0.0f)));
// oglu::Camera camera(45.0f, 1.0f, 0.1f, 100.0f);
//camera.Move(0.0f, -5.0f, -10.0f);
//camera.LookAt(glm::value_ptr(glm::make_vec3(utah.GetPosition()) + glm::vec3(0.0f, 2.0f, 0.0f)));
float t = 0.0f;
@ -88,8 +88,8 @@ int main(int argc, char** argv)
shader->Use();
shader->SetUniform("model", utah);
shader->SetUniform("view", camera);
shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
//shader->SetUniform("view", camera);
//shader->SetUniformMatrix4fv("projection", 1, GL_FALSE, camera.GetProjectionMatrix());
oglu::PolygonMode(GL_FRONT_AND_BACK, GL_LINE);
utah.Render();