]> git.tdb.fi Git - libs/gl.git/blobdiff - demos/shaders.cpp
Set both min and mag filters when exporting textures
[libs/gl.git] / demos / shaders.cpp
index 872c3c160a746ed6aad39a4a76b266274577b749..44d0b440795cad881dc8f4c6cad7916f96a070c9 100644 (file)
@@ -16,8 +16,8 @@
 #include <msp/gl/texture2d.h>
 #include <msp/gl/texturing.h>
 #include <msp/time/timestamp.h>
+#include <msp/time/timedelta.h>
 #include <msp/time/utils.h>
-#include <msp/time/units.h>
 
 using namespace std;
 using namespace Msp;
@@ -71,7 +71,7 @@ int main()
                feat.material = i/4>0;
                feat.texture = i/4>1;
                feat.lighting = i%4>0;
-               feat.normalmap = i%4>1;
+               feat.normal_map = i%4>1;
                feat.specular = i%4>2;
                programs.push_back(new GL::Program(feat));
        }
@@ -82,11 +82,9 @@ int main()
 
        GL::Lighting lighting;
        GL::Light light;
-       light.set_position(GL::Vector4(0, 2, 3, 0));
+       light.set_position(GL::Vector4(0, -0.781, 0.625, 0));
        lighting.attach(0, light);
 
-       GL::Bind bind_light(lighting);
-
        GL::Texturing texturing;
        texturing.attach(0, tex1);
        texturing.attach(1, tex2);
@@ -105,15 +103,16 @@ int main()
                {
                        GL::Bind bind_depth(GL::DepthTest::lequal());
                        GL::Renderer renderer(0);
+                       renderer.set_lighting(&lighting);
                        renderer.set_material(&mat);
                        renderer.set_texturing(&texturing);
                        renderer.add_shader_data(progdata);
                        for(unsigned i=0; i<12; ++i)
                        {
-                               GL::MatrixStack::Push push(renderer.matrix_stack());
+                               GL::Renderer::Push push(renderer);
                                renderer.set_shader_program(programs[i]);
-                               renderer.matrix_stack() *= GL::Matrix::translation(-3.3+(i%4)*2.2, 0, -3.5+(i/4)*3.0);
-                               renderer.matrix_stack() *= GL::Matrix::rotation(angle, 0, 0, 1);
+                               renderer.transform(GL::Matrix::translation(-3.3+(i%4)*2.2, 0, -3.5+(i/4)*3.0));
+                               renderer.transform(GL::Matrix::rotation(angle, 0, 0, 1));
                                mesh.draw(renderer);
                        }
                }