More coding style conformance

This commit is contained in:
Alexander Bock
2017-11-11 11:25:49 -05:00
parent f29b15a37f
commit 758e26789c
170 changed files with 2585 additions and 1229 deletions
+4 -3
View File
@@ -141,15 +141,16 @@ void PointGlobe::render(const RenderData& data, RendererTasks&) {
glm::inverse(rotationTransform) *
scaleTransform; // Scale
glm::dmat4 modelViewTransform = data.camera.combinedViewMatrix() * modelTransform;
//glm::vec3 directionToSun = glm::normalize(glm::vec3(0) - glm::vec3(bodyPosition));
//glm::vec3 directionToSunViewSpace = glm::mat3(data.camera.combinedViewMatrix()) * directionToSun;
_programObject->setUniform("lightIntensityClamped", lightIntensityClamped);
//_programObject->setUniform("lightOverflow", lightOverflow);
//_programObject->setUniform("directionToSunViewSpace", directionToSunViewSpace);
_programObject->setUniform("modelViewTransform", glm::mat4(modelViewTransform));
_programObject->setUniform("projectionTransform", data.camera.sgctInternal.projectionMatrix());
_programObject->setUniform(
"projectionTransform",
data.camera.sgctInternal.projectionMatrix()
);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);