WIP: reorga
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parent
56b8847f95
commit
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6
Makefile
6
Makefile
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@ -20,14 +20,14 @@ SOURCES = $(shell find $(SRCDIR) -type f -name "*.c")
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OBJECTS = $(patsubst %.c,$(BUILDDIR)/%.o,$(SOURCES))
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OBJECTS = $(patsubst %.c,$(BUILDDIR)/%.o,$(SOURCES))
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DEPENDENCIES = $(patsubst %.c,$(BUILDDIR)/%.d,$(SOURCES))
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DEPENDENCIES = $(patsubst %.c,$(BUILDDIR)/%.d,$(SOURCES))
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instanced_cubes: instanced_cubes.c
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sandbox: opengl_sandbox/main.c
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$(CC) $(CFLAGS) $(LDFLAGS) $(WARNINGS) $(DEBUG)-o $@ $<
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$(CC) $(CFLAGS) $(LDFLAGS) $(WARNINGS) $(DEBUG)-o $@ $<
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gl_run: instanced_cubes
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gl_run: sandbox
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./$<
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./$<
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gl_clean:
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gl_clean:
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rm instanced_cubes
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rm sandbox
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all: $(BINDIR)/gem-graph-client
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all: $(BINDIR)/gem-graph-client
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BIN
instanced_cubes
BIN
instanced_cubes
Binary file not shown.
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@ -496,7 +496,6 @@ static gboolean on_render(GtkGLArea *area, GdkGLContext *context)
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glUniform4f(glGetUniformLocation(shader_program, "FragColor"), 1.0f, 0.0f, 0.0f, 1.0f); // Red, opaque
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glUniform4f(glGetUniformLocation(shader_program, "FragColor"), 1.0f, 0.0f, 0.0f, 1.0f); // Red, opaque
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// Bind the arrow VAO and use the same transformation matrices
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// Bind the arrow VAO and use the same transformation matrices
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glBindVertexArray(arrow_vao);
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, (const GLfloat *)projection);
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glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, (const GLfloat *)projection);
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view);
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glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view);
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