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

@ -980,15 +980,15 @@ public:
// Update uniform buffers for rendering the 3D scene
void updateUniformBuffersScene()
{
uboQuadVS.projection = glm::perspective(deg_to_rad(45.0f), (float)width / (float)height, 1.0f, 256.0f);
uboQuadVS.projection = glm::perspective(glm::radians(45.0f), (float)width / (float)height, 1.0f, 256.0f);
glm::mat4 viewMatrix = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, zoom));
uboQuadVS.model = glm::mat4();
uboQuadVS.model = viewMatrix * glm::translate(uboQuadVS.model, glm::vec3(0, 0, 0));
uboQuadVS.model = glm::rotate(uboQuadVS.model, deg_to_rad(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, deg_to_rad(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, deg_to_rad(timer * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, deg_to_rad(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(timer * 360.0f), glm::vec3(0.0f, 1.0f, 0.0f));
uboQuadVS.model = glm::rotate(uboQuadVS.model, glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
uint8_t *pData;
VkResult err = vkMapMemory(device, uniformData.vsQuad.memory, 0, sizeof(uboQuadVS), 0, (void **)&pData);