Fix mouse bug
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@@ -92,7 +92,7 @@ void Controller::run() {
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// ...
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model = glm::rotate(model, (float)(this->deltaTime*0.0005), glm::vec3(0.0f, 1.0f, 0.0f));
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camera->lookAtTarget(glm::vec3(0.0f, 0.0f, 0.0f));
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//camera->lookAtTarget(glm::vec3(0.0f, 0.0f, 0.0f));
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camera->lookForward();
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camera->updateVPM();
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glm::mat4 modelViewProj = camera->getViewProj() * model;
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@@ -115,15 +115,16 @@ void Controller::run() {
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vertexBuffer.unbind();
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glfwSwapBuffers(gameWindow->getGLFWwindow());
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// Update window size
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if(gameWindow->checkWindowWasResized())
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updateWindowSize();
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// Check events, handle input
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gameEventHandler->handleEvents();
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camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
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camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDeltaX(), gameEventHandler->getCursorDeltaY());
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// Update window size
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if(gameWindow->getWindowWasResized())
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updateWindowSize();
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}
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}
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@@ -156,10 +157,6 @@ void Controller::error_callback(int error, const char* description) {
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}
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void Controller::updateWindowSize() {
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int new_window_width, new_window_height;
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glfwGetFramebufferSize(gameWindow->getGLFWwindow(), &new_window_width, &new_window_height);
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gameWindow->setWindowDimensions(new_window_width, new_window_height);
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glViewport(0, 0, new_window_width, new_window_height);
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camera->updateAspectRatio(new_window_width, new_window_height);
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camera->updateAspectRatio(gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
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gameEventHandler->setFirstMouseInput(1);
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}
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