Tech ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES - Use vertex attributes and matrices in shaders.
Refactoring of flat vertex shader
This commit is contained in:
parent
f9cabee382
commit
31013fb6df
17 changed files with 122 additions and 72 deletions
|
@ -784,7 +784,9 @@ void Bed3D::render_default(bool bottom, bool picking)
|
|||
shader->start_using();
|
||||
|
||||
#if ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
shader->set_uniform("projection_view_model_matrix", wxGetApp().plater()->get_camera().get_projection_view_matrix());
|
||||
const Camera& camera = wxGetApp().plater()->get_camera();
|
||||
shader->set_uniform("view_model_matrix", camera.get_view_matrix());
|
||||
shader->set_uniform("projection_matrix", camera.get_projection_matrix());
|
||||
#endif // ENABLE_GLBEGIN_GLEND_SHADERS_ATTRIBUTES
|
||||
|
||||
glsafe(::glEnable(GL_DEPTH_TEST));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue