Use 6 sided tunnel for better visualization of different texture filters

This commit is contained in:
saschawillems 2016-09-13 20:55:20 +02:00
parent 385b760770
commit 7a118b84b5
5 changed files with 114 additions and 4 deletions

View file

@ -421,7 +421,7 @@ public:
void loadAssets()
{
loadMesh(getAssetPath() + "models/tunnel.dae", &meshes.tunnel, vertexLayout, 1.0f);
loadMesh(getAssetPath() + "models/tunnel_cylinder.dae", &meshes.tunnel, vertexLayout, 1.0f);
loadTexture(getAssetPath() + "textures/metalplate_nomips_rgba.ktx", VK_FORMAT_R8G8B8A8_UNORM, false);
}
@ -662,7 +662,7 @@ public:
{
uboVS.projection = camera.matrices.perspective;
uboVS.view = camera.matrices.view;
uboVS.model = glm::rotate(glm::mat4(), glm::radians((timer + 45.0f/360.0f) * 360.0f), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.model = glm::rotate(glm::mat4(), glm::radians(timer * 360.0f), glm::vec3(1.0f, 0.0f, 0.0f));
uboVS.viewPos = glm::vec4(camera.position, 0.0f) * glm::vec4(-1.0f);
VK_CHECK_RESULT(uniformBufferVS.map());
memcpy(uniformBufferVS.mapped, &uboVS, sizeof(uboVS));