Merge remote-tracking branch 'origin/master' into Physics

This commit is contained in:
viktorljung
2015-09-10 18:34:15 +01:00
2 changed files with 3 additions and 1 deletions
+2 -1
View File
@@ -327,7 +327,8 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
if (spriteJob)
{
glm::mat4 modelMatrix = glm::scale(glm::vec3(0.5f)) * spriteJob->ModelMatrix;
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
modelMatrix = modelMatrix * glm::scale(glm::vec3(0.5f));
MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
@@ -68,6 +68,7 @@ void main()
//gl_Position = MVP * boneTransform * vec4(Position, 1.0);
gl_Position = MVP * vec4(Position, 1.0);
//TODO: Make sure that boneTransform works here.
Output.Position = (V * M * boneTransform * vec4(Position, 1.0)).xyz;
Output.Normal = (inverse(transpose(V * M)) * boneTransform * vec4(Normal, 0.0)).xyz;
Output.Tangent = Tangent;