4.1.4 Change Mesh::draw() contents
You need to change this in both Mesh.h and Mesh.cpp
Then, change from our previous orthographic projection to the new projeciton matrix
void Mesh::draw(glm::mat4 matModel, glm::mat4 matView, glm::mat4 matProj)
{
// 1. Bind the correct shader program
glUseProgram(shaderId);
// 2. Set the appropriate uniforms for each shader
// set model view transforms
glm::mat4 mat_modelview = matView * matModel;
GLuint modelview_loc = glGetUniformLocation(shaderId, "modelview" );
glUniformMatrix4fv(modelview_loc, 1, GL_FALSE, &mat_modelview[0][0]);
// set projection transforms
glm::mat4 mat_projection = matProj;
GLuint projection_loc = glGetUniformLocation( shaderId, "projection" );
glUniformMatrix4fv(projection_loc, 1, GL_FALSE, &mat_projection[0][0]);
// 3. Bind the corresponding model's VAO
glBindVertexArray(buffers[0]);
// 4. Draw the model
glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
}Last updated