WIP: reorga

This commit is contained in:
Adrien Bourmault 2024-10-05 19:08:44 +02:00
parent 56b8847f95
commit a000fcc414
3 changed files with 3 additions and 4 deletions

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@ -20,14 +20,14 @@ SOURCES = $(shell find $(SRCDIR) -type f -name "*.c")
OBJECTS = $(patsubst %.c,$(BUILDDIR)/%.o,$(SOURCES)) OBJECTS = $(patsubst %.c,$(BUILDDIR)/%.o,$(SOURCES))
DEPENDENCIES = $(patsubst %.c,$(BUILDDIR)/%.d,$(SOURCES)) DEPENDENCIES = $(patsubst %.c,$(BUILDDIR)/%.d,$(SOURCES))
instanced_cubes: instanced_cubes.c sandbox: opengl_sandbox/main.c
$(CC) $(CFLAGS) $(LDFLAGS) $(WARNINGS) $(DEBUG)-o $@ $< $(CC) $(CFLAGS) $(LDFLAGS) $(WARNINGS) $(DEBUG)-o $@ $<
gl_run: instanced_cubes gl_run: sandbox
./$< ./$<
gl_clean: gl_clean:
rm instanced_cubes rm sandbox
all: $(BINDIR)/gem-graph-client all: $(BINDIR)/gem-graph-client

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@ -496,7 +496,6 @@ static gboolean on_render(GtkGLArea *area, GdkGLContext *context)
glUniform4f(glGetUniformLocation(shader_program, "FragColor"), 1.0f, 0.0f, 0.0f, 1.0f); // Red, opaque glUniform4f(glGetUniformLocation(shader_program, "FragColor"), 1.0f, 0.0f, 0.0f, 1.0f); // Red, opaque
// Bind the arrow VAO and use the same transformation matrices // Bind the arrow VAO and use the same transformation matrices
glBindVertexArray(arrow_vao);
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, (const GLfloat *)projection); glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, (const GLfloat *)projection);
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view); glUniformMatrix4fv(viewLoc, 1, GL_FALSE, (const GLfloat *)view);