Use glm::radians instead of deg_to_rad (Fixes #37)

This commit is contained in:
saschawillems 2016-03-08 20:59:25 +01:00
parent 575cbdc341
commit e77884d5bb
25 changed files with 129 additions and 131 deletions

View file

@ -635,7 +635,7 @@ public:
void updateUniformBuffers()
{
computeUbo.deltaT = frameTimer * 5.0f;
computeUbo.destX = sin(deg_to_rad(timer*360.0)) * 0.75f;
computeUbo.destX = sin(glm::radians(timer*360.0)) * 0.75f;
computeUbo.destY = 0;
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.computeShader.ubo.memory, 0, sizeof(computeUbo), 0, (void **)&pData);