Camera Switch event now working, Camera models Rotation still bugged

This commit is contained in:
viktorljung
2015-12-15 15:29:19 +01:00
parent d9ea0192d1
commit fa66e9ff47
16 changed files with 164 additions and 79 deletions
+1 -1
View File
@@ -1,6 +1,6 @@
<c:Camera>
<AspectRatio>1.77</AspectRatio>
<FOV>90</FOV>
<FOV>60.0</FOV>
<NearClip>0.01</NearClip>
<FarClip>5000</FarClip>
</c:Camera>
+15 -1
View File
@@ -13,8 +13,22 @@
<Entity>
<Components>
<c:Transform>
<Scale X="1" Y="1" Z="1"/>
</c:Transform>
<c:Model>
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
</c:Camera>
</Components>
</Entity>
<Entity>
<Components>
<c:Transform>
<Position X="10" Y="5" Z="5"/>
</c:Transform>
<c:Model>
<Resource>Models/Camera.obj</Resource>
</c:Model>
<c:Camera>
</c:Camera>
</Components>
+1 -3
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
uniform vec4 Color;
uniform sampler2D texture0;
+2 -4
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -25,7 +23,7 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
gl_Position = Matrix * vec4(Position, 1.0);
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
+2 -4
View File
@@ -1,8 +1,6 @@
#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Matrix;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
@@ -22,7 +20,7 @@ out VertexData{
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
gl_Position = Matrix * vec4(Position, 1.0);
Output.Position = Position;
}