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Commit 1ba0b004 authored by Martin Schultz's avatar Martin Schultz
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* fixed rotation to radians in example cc files

* fixed wrong include in compressed-texture example
parent ceef08dc
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......@@ -75,7 +75,7 @@ void deleteCustomResources() {}
void draw( float runTime )
{
// setting uniforms in uniform buffers is independent of the current shader
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
uniformBuffer->setUniform( "uViewMatrix", viewMatrix );
//
......
......@@ -65,7 +65,7 @@ void draw( float runTime )
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
normalsAsColorShader->setUniform( "uViewMatrix", viewMatrix );
normalsAsColorShader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
......
......@@ -199,8 +199,8 @@ void draw( float runTime )
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, 0.0f, -2.0f))
* glm::rotate<float>(45.0, glm::vec3(1.0f, 0.0f, 0.0f))
* glm::rotate<float>(2.5f * runTime, glm::vec3(0.0f, 1.0f, 0.0f))
* glm::rotate<float>(0.7854, glm::vec3(1.0f, 0.0f, 0.0f)) // 45 degree
* glm::rotate<float>(0.04363f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) // 2.5 degree
* glm::scale<float>(glm::vec3(0.25f));
shaderProgram->use();
......
......@@ -53,10 +53,10 @@ void draw( float runTime )
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
normalsAsColorShader->setUniform( "uViewMatrix1", viewMatrix );
viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * -runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * -runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
normalsAsColorShader->setUniform( "uViewMatrix2", viewMatrix );
normalsAsColorShader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
......
......@@ -75,7 +75,7 @@ void deleteCustomResources() {}
void draw( float runTime )
{
// setting uniforms in uniform buffers is independent of the current shader
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
uniformBuffer->setUniform( "uViewMatrix", viewMatrix );
//
......
......@@ -74,7 +74,7 @@ void draw( float runTime )
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
basicInformation->use();
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
basicInformation->setUniform( "uViewMatrix", viewMatrix );
basicInformation->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)bunnyRes.x/(float)bunnyRes.y) );
......
......@@ -4,7 +4,7 @@
#include <ACGL/OpenGL/Objects.hh>
#include <ACGL/Base/Settings.hh>
#include <ACGL/Math/Math.hh>
#include <ACGL/OpenGL/Data/TextureLoadStore.hh>
#include <ACGL/OpenGL/Data/TextureDataLoadStore.hh>
using namespace std;
using namespace ACGL::OpenGL;
......@@ -59,7 +59,7 @@ void draw( float runTime )
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// set view and projection matrix:
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(60.0f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
glm::mat4 viewMatrix = glm::translate(glm::vec3(0.0f, -1.0f, -2.0f)) * glm::rotate<float>(1.0472f * runTime, glm::vec3(0.0f, 1.0f, 0.0f)) * glm::scale<float>(glm::vec3(0.25f));
normalsAsColorShader->setUniform( "uViewMatrix", viewMatrix );
normalsAsColorShader->setUniform( "uProjectionMatrix", buildFrustum(75.0, 0.1, 100.0, (float)g_windowSize.x/(float)g_windowSize.y) );
......
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