All vertex attributes now present in DX shaders
This commit is contained in:
@@ -603,7 +603,7 @@ public:
|
||||
m_ShakeIntensity = m_ShakeRepresentativeIntensity;
|
||||
if (m_ShakeIntensity <= 0) {
|
||||
m_ScreenShake = false;
|
||||
m_Renderer->PlaceCamera(glm::vec3(0, 0, 0));
|
||||
//m_Renderer->PlaceCamera(glm::vec3(0, 0, 0));
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
@@ -619,7 +619,7 @@ public:
|
||||
|
||||
//std::cout << "X: " << randomX << " Y: " << randomY << std::endl;
|
||||
|
||||
m_Renderer->PlaceCamera(glm::vec3(randomX, randomY, 0));
|
||||
//m_Renderer->PlaceCamera(glm::vec3(randomX, randomY, 0));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user