Kaydet (Commit) 906672eb authored tarafından Markus Mohrhard's avatar Markus Mohrhard

this does not need to be a member variable

Change-Id: I9be286f8e10d43c8c5ce89bb6b52ebddce48bb6b
üst 3b367b54
......@@ -235,8 +235,6 @@ private:
glm::mat4 m_3DMVP;
glm::mat4 m_TranslationMatrix;
GLint m_3DProID;
GLuint m_3DProjectionID;
......
......@@ -62,8 +62,7 @@ GLfloat texCoords[] = {
}
OpenGL3DRenderer::OpenGL3DRenderer():
m_TranslationMatrix(glm::translate(m_Model, glm::vec3(0.0f, 0.0f, 0.0f)))
, m_TextProID(0)
m_TextProID(0)
, m_TextMatrixID(0)
, m_TextVertexID(0)
, m_TextTexCoordID(0)
......@@ -1030,9 +1029,9 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D,
PosVecf3 trans = {extrude3D.xTransform,//m_Extrude3DInfo.xTransform + 140,
-extrude3D.yTransform,
extrude3D.zTransform};
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
glm::mat4 flatScale = glm::scale(xzScale, xzScale, xzScale);
m_Model = m_TranslationMatrix * extrude3D.rotation * flatScale;
m_Model = aTranslationMatrix * extrude3D.rotation * flatScale;
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
glUniformMatrix4fv(m_3DModelID, 1, GL_FALSE, &m_Model[0][0]);
......@@ -1063,8 +1062,8 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D
{
glm::mat4 topTrans = glm::translate(glm::vec3(0.0, -actualYTrans, 0.0));
glm::mat4 topScale = glm::scale(xzScale, xzScale, xzScale);
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = m_TranslationMatrix * extrude3D.rotation * topTrans * topScale;
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale;
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
......@@ -1092,8 +1091,8 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D
else
{
glm::mat4 scale = glm::scale(xzScale, actualYScale, xzScale);
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = m_TranslationMatrix * extrude3D.rotation * scale;
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * scale;
}
if (extrude3D.reverse)
......@@ -1125,8 +1124,8 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, -1.0, 0.0));
glm::mat4 scale = glm::scale(xzScale, yScale, xzScale);
//MoveModelf(trans, angle, scale);
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = m_TranslationMatrix * extrude3D.rotation * scale * orgTrans;
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * scale * orgTrans;
}
else
{
......@@ -1134,8 +1133,8 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, -1.0, 0.0));
glm::mat4 topTrans = glm::translate(glm::vec3(0.0, actualYTrans, 0.0));
glm::mat4 topScale = glm::scale(xzScale, xzScale, xzScale);
m_TranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = m_TranslationMatrix * extrude3D.rotation * topTrans * topScale * orgTrans;
glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z));
m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale * orgTrans;
}
glm::mat3 normalMatrix(m_Model);
glm::mat3 normalInverseTranspos = glm::inverseTranspose(normalMatrix);
......
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