@@ -100,10 +100,10 @@ void GameObject::draw(int display_w, int display_h, glm::mat4 view, float fov) {
100100
101101 // Matrix calculations
102102 auto matrix = transform.getMatrix ();
103- // auto m3 = matrix.extractMatrix33();
104- // m3.inverseMat();
105- // Matrix34 m4=matrix.matrix34FromRotationTranslation(m3, Vector3d(matrix(0, 3), matrix(1, 3), matrix(2, 3)));
106-
103+ // auto m3 = matrix.extractMatrix33();
104+ // m3.inverseMat();
105+ // Matrix34 m4=matrix.matrix34FromRotationTranslation(m3, Vector3d(matrix(0, 3), matrix(1, 3), matrix(2, 3)));
106+
107107 glm::mat4 model = convertToGlmMat4 (matrix);
108108 glm::mat4 projection = glm::mat4 (1 .0f );
109109 projection = glm::perspective (glm::radians (fov / 2 ), static_cast <float >(display_w) / static_cast <float >(display_h),
@@ -176,10 +176,10 @@ Scene* GameObject::getScenePtr() const {
176176}
177177
178178glm::mat4 GameObject::convertToGlmMat4 (Matrix34& matrix) const {
179- // remplire colonne par colonne ... oui c'est con
179+ // remplire colonne par colonne
180180 return glm::mat4 (matrix (0 , 0 ), matrix (1 , 0 ), matrix (2 , 0 ), 0 ,
181181 matrix (0 , 1 ), matrix (1 , 1 ), matrix (2 , 1 ), 0 ,
182- matrix (0 , 2 ), matrix (2 , 1 ), matrix (2 , 2 ), 0 ,
182+ matrix (0 , 2 ), matrix (1 , 2 ), matrix (2 , 2 ), 0 ,
183183 matrix (0 , 3 ), matrix (1 , 3 ), matrix (2 , 3 ), 1 );
184184}
185185
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