Use glm::radians instead of deg_to_rad (Fixes #37)
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25 changed files with 129 additions and 131 deletions
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@ -635,7 +635,7 @@ public:
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void updateUniformBuffers()
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{
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computeUbo.deltaT = frameTimer * 5.0f;
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computeUbo.destX = sin(deg_to_rad(timer*360.0)) * 0.75f;
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computeUbo.destX = sin(glm::radians(timer*360.0)) * 0.75f;
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computeUbo.destY = 0;
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uint8_t *pData;
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VkResult err = vkMapMemory(device, uniformData.computeShader.ubo.memory, 0, sizeof(computeUbo), 0, (void **)&pData);
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