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- glm::mat4 Projection = glm::perspective(80.0f, 4.0f / 3.0f, 0.1f, 100.0f);
- glm::mat4 View = glm::lookAt(
- glm::vec3(0, 0, 50), // Camera is at (0,0,10), in World Space
- glm::vec3(0, 0, 0), // look at the origin
- glm::vec3(0, 1, 0) // pointing up( 0,-1,0 will be upside-down));
- );
- glUseProgram(programObject);
- //////////////////////////////////////////////////////
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glEnableVertexAttribArray(positionLoc);
- glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat) , nullptr);
- glBindTexture(GL_TEXTURE_2D, texture);
- glEnableVertexAttribArray(texCoordLoc);
- glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (void *)(sizeof(float) * 3));
- glUniform1i(samplerLoc, 0);
- //glDrawElements(GL_TRIANGLE_STRIP, sizeof(TheCubeVertices), GL_UNSIGNED_BYTE, (void*) 0);
- GLuint MVPos = glGetUniformLocation(programObject, "MVP");
- glm::mat4 tmp = glm::mat4(1.0);
- for (int i = 0; i < 2000; ++i)
- {
- tmp = glm::translate(mTranslation, glm::vec3(0.5f * i - 50, 0, 0));
- //mTranslation = glm::translate(mTranslation, glm::vec3(2.f, 0, 0));
- transform = tmp * mRotation * mScale;
- glm::mat4 MVP = Projection * View * transform;
- glUniformMatrix4fv(MVPos, 1, false, glm::value_ptr(MVP));
- glDrawArrays(GL_TRIANGLES, 0, 36);
- }
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