fix perspective projection
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17edc0a9d6
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eb83cb256e
4
app.cc
4
app.cc
@ -67,7 +67,7 @@ bool init(void)
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void *)(6 * sizeof(GLfloat)));
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projection = glm::perspective(60.0f, (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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projection = glm::perspective((float)(60.0 * M_PI / 180.0), (float)WIDTH / (float)HEIGHT, 0.1f, 1000.0f);
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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{
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{
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@ -124,7 +124,7 @@ static void draw_cube()
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void display(SDL_Window * window)
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void display(SDL_Window * window)
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{
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -2));
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modelview = glm::translate(glm::mat4(1.0), glm::vec3(0, 0, -5));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 1, 0));
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modelview = glm::rotate(modelview, (float)(SDL_GetTicks() / 1000.0), glm::vec3(0, 1, 0));
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draw_cube();
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draw_cube();
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