diff --git a/README.md b/README.md index 7ea3c001..173fd645 100644 --- a/README.md +++ b/README.md @@ -19,7 +19,7 @@ sudo pacman -S base-devel cmake sdl2 glew glm ``` ### Redhat/Fedora ```bash -sudo dnf install kernel-devel make automake gcc gcc-g++ ninja-build make +sudo dnf install kernel-devel cmake sdl ``` ## Build Instructions ```bash @@ -72,4 +72,4 @@ Pull requests are welcome. For major changes, please open an issue first to disc * XML based scene graph import * Test ON Windows -* Port to Emscripten \ No newline at end of file +* Port to Emscripten diff --git a/engine/main.cpp b/engine/main.cpp index 386018a6..fa4004a8 100644 --- a/engine/main.cpp +++ b/engine/main.cpp @@ -98,6 +98,10 @@ int main(int argc, char* argv[]) { mesh->sendToShader(shader); ce::Texture* texture = new ce::Texture("uv-map.png"); shader->setInt("uTex", 0); + + glm::mat4 proj = glm::perspective( + glm::radians(45.0f), window->getAspectRatio(), 0.1f, 100.0f); + float mouseSensitivity = 0.1f, cameraPitch = 0.0f, cameraYaw = -90.0f; glm::vec3 cameraPos(0.0f, 0.0f, 3.0f), cameraFront(0.0f, 0.0f, -1.0f), @@ -154,15 +158,13 @@ int main(int argc, char* argv[]) { case SDL_WINDOWEVENT: { glm::vec2 size = window->getWindowSize(); glViewport(0, 0, size.x, size.y); + proj = glm::perspective( + glm::radians(45.0f), window->getAspectRatio(), 0.1f, 100.0f); break; } } } - glm::mat4 proj = glm::perspective( - glm::radians(45.0f), window->getAspectRatio(), 0.1f, 100.0f); - shader->setMat4("transform.proj", proj); - // Transform transform.roll(25.0f * time->getDeltaTime()); transform.yaw(50.0f * time->getDeltaTime()); @@ -179,8 +181,9 @@ int main(int argc, char* argv[]) { glm::mat4 view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp); shader->setMat4("transform.view", view); + shader->setMat4("transform.proj", proj); - // Render + /* Render */ glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);