Bug fixes in modelloading

This commit is contained in:
4VRDriver
2020-09-05 13:21:19 +02:00
parent dead2521c8
commit fff7c0bde2
12 changed files with 52 additions and 56 deletions

View File

@@ -15,7 +15,6 @@
#include "Controller.h"
#include "Texture.h"
#include "Model.h"
//#include "Mesh.h"
Controller::Controller() {
if(!glfwInit()) exit(-1);
@@ -82,9 +81,9 @@ void Controller::run() {
1, 2, 3
};
std::vector<Texture> textures {
Texture("res/textures/tex2.png", texture_diffuse),
Texture("res/textures/tex1.png", texture_diffuse)
std::vector<Texture*> textures {
new Texture("res/textures/tex2.png", texture_diffuse),
new Texture("res/textures/tex1.png", texture_diffuse)
};
Model model1("res/models/backpack.obj");
@@ -111,9 +110,7 @@ void Controller::run() {
// Update game
// ...
shaderProgram.setUniform("mix_val", (float) (sin(glfwGetTime()*0.25)*sin(glfwGetTime()*0.25)));
//model = glm::rotate(model, (float)(this->deltaTime*0.005), glm::vec3(0.0f, 1.0f, 0.0f));
//camera->lookAtTarget(glm::vec3(0.0f, 0.0f, 0.0f));
camera->lookForward();
camera->updateVPM();
glm::mat4 modelViewProj = camera->getViewProj() * model;
@@ -125,12 +122,10 @@ void Controller::run() {
for(int i=0;i<20;i++) {
//mesh1.draw(&shaderProgram);
model1.draw(&shaderProgram);
//model = glm::translate(model, glm::vec3(0.0f, 0.0f, -1.0f));
camera->updateVPM();
glm::mat4 modelViewProj = camera->getViewProj() * model;
shaderProgram.setUniform("u_modelViewProj", modelViewProj);
}
//model = glm::translate(model, glm::vec3(0.0f, 0.0f, 20.0f));
glfwSwapBuffers(gameWindow->getGLFWwindow());