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-rw-r--r--src/main.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 09151f6..23fca40 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -1350,8 +1350,8 @@ void CMainApplication::SetupScene()
std::vector<float> vertdataarray;
#if 0
- glm::mat4 matScale =glm::scale(glm::identity<glm::mat4>(), glm::vec3(m_fScale, m_fScale, m_fScale));
- glm::mat4 matTransform = glm::translate(glm::identity<glm::mat4>(),
+ glm::mat4 matScale =glm::scale(glm::mat4(1.0f), glm::vec3(m_fScale, m_fScale, m_fScale));
+ glm::mat4 matTransform = glm::translate(glm::mat4(1.0f),
glm::vec3(
-( (float)m_iSceneVolumeWidth * m_fScaleSpacing ) / 2.f,
-( (float)m_iSceneVolumeHeight * m_fScaleSpacing ) / 2.f,
@@ -1367,19 +1367,19 @@ void CMainApplication::SetupScene()
for( int x = 0; x< m_iSceneVolumeWidth; x++ )
{
AddCubeToScene( mat, vertdataarray );
- mat = mat * glm::translate(glm::identity<glm::mat4>(), glm::vec3(m_fScaleSpacing, 0, 0 ));
+ mat = mat * glm::translate(glm::mat4(1.0f), glm::vec3(m_fScaleSpacing, 0, 0 ));
}
- mat = mat * glm::translate(glm::identity<glm::mat4>(), glm::vec3(-((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0 ));
+ mat = mat * glm::translate(glm::mat4(1.0f), glm::vec3(-((float)m_iSceneVolumeWidth) * m_fScaleSpacing, m_fScaleSpacing, 0 ));
}
- mat = mat * glm::translate(glm::identity<glm::mat4>(), glm::vec3(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing ));
+ mat = mat * glm::translate(glm::mat4(1.0f), glm::vec3(0, -((float)m_iSceneVolumeHeight) * m_fScaleSpacing, m_fScaleSpacing ));
}
#else
- glm::mat4 matScale = glm::identity<glm::mat4>();
+ glm::mat4 matScale = glm::mat4(1.0f);
matScale = glm::scale(matScale, glm::vec3(m_fScale, m_fScale, m_fScale));
- glm::mat4 matTransform = glm::identity<glm::mat4>();
+ glm::mat4 matTransform = glm::mat4(1.0f);
/*
- matTransform = glm::translate(glm::identity<glm::mat4>(),
+ matTransform = glm::translate(glm::mat4(1.0f),
glm::vec3(-m_fScale*0.5f, -m_fScale*0.5f, 0.5f)
);
*/
@@ -1942,7 +1942,7 @@ void CMainApplication::RenderCompanionWindow()
glm::mat4 CMainApplication::GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye )
{
if ( !m_pHMD )
- return glm::identity<glm::mat4>();
+ return glm::mat4(1.0f);
vr::HmdMatrix44_t mat = m_pHMD->GetProjectionMatrix( nEye, m_fNearClip, m_fFarClip );
@@ -1961,7 +1961,7 @@ glm::mat4 CMainApplication::GetHMDMatrixProjectionEye( vr::Hmd_Eye nEye )
glm::mat4 CMainApplication::GetHMDMatrixPoseEye( vr::Hmd_Eye nEye )
{
if ( !m_pHMD )
- return glm::identity<glm::mat4>();
+ return glm::mat4(1.0f);
vr::HmdMatrix34_t matEyeRight = m_pHMD->GetEyeToHeadTransform( nEye );
glm::mat4 matrixObj(