Shark.cpp
branchv_0
changeset 27 2a156cb51479
parent 25 717653cedc4a
child 28 4cbd9c0beb4c
--- 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):