I think transformations should somewhat work now
This commit is contained in:
parent
a9f169deba
commit
83b5453088
7 changed files with 47 additions and 240 deletions
|
@ -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();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue