diff -r e7ceb915177e -r 2a156cb51479 Shark.cpp --- a/Shark.cpp Tue Dec 26 12:40:20 2023 +0100 +++ b/Shark.cpp Tue Dec 26 15:41:07 2023 +0100 @@ -466,13 +466,9 @@ // glBindVertexArray(vao); glm::mat4 model = glm::mat4(1.0f); // identity matrix - // model = glm::translate(model, glm::vec3(0., 0., 0.)); - // float angle = 20.0f; - // glm::vec3 xxx = glm::vec3(1.0f, 0.3f, 0.5f); - // model = glm::rotate(model, glm::radians(angle), xxx); glUniformMatrix4fv(ProgAttr.uModel, 1, GL_FALSE, &model[0][0]); - glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // viz loadVertices() kde plníme data + glDrawArrays(GL_TRIANGLES, 0, 2 * 3); // see loadVertices() std::cerr << "GLSL: glDrawArrays()" << std::endl; } @@ -580,7 +576,7 @@ watchedFiles.push_back(fileMonitor.watch(tex.fileName)); // TODO: review texture loading and binding // works even without this - default texture - // glUniform1i(ProgAttr.jazz, jazz); + // glUniform1i(..., ...); // checkError(&std::cerr); } } @@ -607,7 +603,6 @@ glBindVertexArray(vao); // VAO - something like context for bound data/variables // We can switch multiple VAOs. VAO can contain multiple VBOs. - // See also https://stackoverflow.com/questions/11821336/ // what-are-vertex-array-objects // Vertex Buffer Object (VBO):