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inversed view transform uniform

This commit is contained in:
tmj-fstate
2019-11-29 16:20:21 +01:00
parent f9febd5887
commit 194400e1af
3 changed files with 5 additions and 3 deletions

View File

@@ -555,7 +555,8 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
scene_ubs.time = Timer::GetTime();
scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
scene_ubo->update(scene_ubs);
scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.pass_camera.modelview() } } );
scene_ubo->update(scene_ubs);
scene_ubo->bind_uniform();
m_colorpass = m_renderpass;
@@ -1309,7 +1310,6 @@ void opengl33_renderer::setup_matrices()
{
OpenGLMatrices.mode(GL_PROJECTION);
OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection());
// trim modelview matrix just to rotation, since rendering is done in camera-centric world space
OpenGLMatrices.mode(GL_MODELVIEW);
OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview())));