flickering triangle (rendering cube)
This commit is contained in:
10
src/Main.hs
10
src/Main.hs
@ -44,8 +44,6 @@ data State = State
|
||||
, stateFrustum :: [GL.GLfloat]
|
||||
-- pointer to bindings for locations inside the compiled shader
|
||||
-- mutable because shaders may be changed in the future.
|
||||
, shdrColorIndex :: !GL.AttribLocation
|
||||
, shdrNormalIndex :: !GL.AttribLocation
|
||||
, shdrVertexIndex :: !GL.AttribLocation
|
||||
, shdrProjMatIndex :: !GL.UniformLocation
|
||||
-- the map
|
||||
@ -105,7 +103,7 @@ main = do
|
||||
|
||||
--generate map vertices
|
||||
(mapBuffer, vert) <- getMapBufferObject
|
||||
(ci, ni, vi, pi) <- initShader
|
||||
(vi, pi) <- initShader
|
||||
|
||||
let zDistClosest = 10
|
||||
zDistFarthest = zDistClosest + 20
|
||||
@ -134,8 +132,6 @@ main = do
|
||||
, stateDragStartY = 0
|
||||
, stateDragStartXAngle = 0
|
||||
, stateDragStartYAngle = 0
|
||||
, shdrColorIndex = ci
|
||||
, shdrNormalIndex = ni
|
||||
, shdrVertexIndex = vi
|
||||
, shdrProjMatIndex = pi
|
||||
, stateMap = mapBuffer
|
||||
@ -378,8 +374,6 @@ draw = do
|
||||
ya = stateYAngle state
|
||||
za = stateZAngle state
|
||||
(GL.UniformLocation proj) = shdrProjMatIndex state
|
||||
ci = shdrColorIndex state
|
||||
ni = shdrNormalIndex state
|
||||
vi = shdrVertexIndex state
|
||||
numVert = mapVert state
|
||||
map' = stateMap state
|
||||
@ -387,8 +381,6 @@ draw = do
|
||||
liftIO $ do
|
||||
lookAtUniformMatrix4fv (0.0,0.0,0.0) (0, 15, 0) up frust proj 1
|
||||
GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
|
||||
GL.vertexAttribPointer ci GL.$= fgColorIndex
|
||||
GL.vertexAttribPointer ni GL.$= fgNormalIndex
|
||||
GL.vertexAttribPointer vi GL.$= fgVertexIndex
|
||||
|
||||
GL.drawArrays GL.Triangles 0 numVert
|
||||
|
Reference in New Issue
Block a user