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authorJoel Manasseh <joel_manasseh@brown.edu>2024-05-10 10:11:40 -0400
committerJoel Manasseh <joel_manasseh@brown.edu>2024-05-10 10:11:40 -0400
commited9d441ea39800a6c239a60d4587768411cb5ff7 (patch)
treea6ca9daf801973b27e5410db949a79766b012f7d /src/graphics/shape.cpp
parent3d34594abdbd4d1377ae2fa04734a21579013896 (diff)
sampling from the skybox, not clouds
Diffstat (limited to 'src/graphics/shape.cpp')
-rw-r--r--src/graphics/shape.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/graphics/shape.cpp b/src/graphics/shape.cpp
index 874a9e6..abe4f7b 100644
--- a/src/graphics/shape.cpp
+++ b/src/graphics/shape.cpp
@@ -173,10 +173,10 @@ void Shape::draw(Shader *shader, GLenum mode)
// FIGURED OUT THE PROBLEM. it was that SAMPLERS WERE DEFAULTING TO SLOT 0 AND SETUNIFORM WASN'T WORKING
// BECAUSE IT WAS CALLING SETUNIFORM WITH FREAKING FLOATS. WHAT THE FRICK C++.
// https://learnopengl.com/Getting-started/Textures
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, m_sky_texture);
- shader->setUniform("skySampler", 1);
- glUniform1i(glGetUniformLocation(shader->id(), "skySampler"), 1);
+// glActiveTexture(GL_TEXTURE1);
+// glBindTexture(GL_TEXTURE_2D, m_sky_texture);
+// shader->setUniform("skySampler", 1);
+// glUniform1i(glGetUniformLocation(shader->id(), "skySampler"), 1);
Eigen::Matrix3f m3 = m_modelMatrix.topLeftCorner(3, 3);
Eigen::Matrix3f inverseTransposeModel = m3.inverse().transpose();