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

@ -619,13 +619,13 @@ public:
{
// Vertex shader
glm::mat4 viewMatrix = glm::mat4();
uboVS.projection = glm::perspective(deg_to_rad(60.0f), (float)width / (float)height, 0.1f, 256.0f);
uboVS.projection = glm::perspective(glm::radians(60.0f), (float)width / (float)height, 0.1f, 256.0f);
viewMatrix = glm::translate(viewMatrix, glm::vec3(0.0f, 0.0f, zoom));
glm::mat4 rotMatrix = glm::mat4();
rotMatrix = glm::rotate(rotMatrix, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
rotMatrix = glm::rotate(rotMatrix, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
rotMatrix = glm::rotate(rotMatrix, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboVS.model = glm::mat4();
uboVS.model = viewMatrix * rotMatrix;;