Rendering FIXED :D
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@@ -42,7 +42,8 @@ void Renderer::Initialize()
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glEnable(GL_DEPTH_TEST);
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// Create Camera
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m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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LoadContent();
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}
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@@ -65,6 +66,7 @@ void Renderer::Draw(double _dt)
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glBindVertexArray(ModelsToRender[i]->model->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
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GLERROR("DRAW");
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}
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ModelsToRender.clear();
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@@ -97,6 +99,4 @@ void Renderer::LoadContent()
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
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}
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