FIXED inputsystem linker error

This commit is contained in:
2022-08-15 21:15:12 +02:00
parent ab5599f1fc
commit db6def3bc9
11 changed files with 49 additions and 56 deletions

View File

@ -21,7 +21,7 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
Scene* Level1;
// BarinkEngine::SceneObject* cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
@ -38,8 +38,10 @@ void Start() {
// Create a cube node
// Load a model
// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
//cube = MI->Import("build/SandboxApplication/Debug/Models/Cube.obj");
//Level1->GetRoot().addChild(*cube);
std::string groupName("Nested-Group");
auto testGroup = new Group(groupName);
Level1->GetRoot().addChild( *testGroup);
@ -89,23 +91,22 @@ void Update()
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
//shader->setUniformMat4("P", projection);
//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
//matCube->Apply();
//cube->renderable->material->Apply();
//Cube->Draw();
//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
// matCube2->Apply();
//Cube2->Draw();
}
/*