Rendering FIXED :D

This commit is contained in:
2014-03-09 23:39:54 +01:00
parent 3138eea0c2
commit ce6b570520
10 changed files with 3008 additions and 25 deletions
+3 -3
View File
@@ -42,7 +42,8 @@ void Renderer::Initialize()
glEnable(GL_DEPTH_TEST);
// Create Camera
m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
LoadContent();
}
@@ -65,6 +66,7 @@ void Renderer::Draw(double _dt)
glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glBindVertexArray(ModelsToRender[i]->model->VAO);
glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
GLERROR("DRAW");
}
ModelsToRender.clear();
@@ -97,6 +99,4 @@ void Renderer::LoadContent()
m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
m_ShaderProgram.Compile();
m_ShaderProgram.Link();
projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
}