From 6cdd1ef8453ddf4fcbebcfc7cabaa61c5e2fa4dd Mon Sep 17 00:00:00 2001 From: "re.kovalev" Date: Tue, 31 Oct 2023 22:44:04 +0300 Subject: [PATCH] =?UTF-8?q?=D0=98=D1=81=D0=BF=D1=80=D0=B0=D0=B2=D0=BB?= =?UTF-8?q?=D0=B5=D0=BD=D0=B8=D0=B5=20=D0=BF=D1=80=D0=BE=D0=B1=D0=BB=D0=B5?= =?UTF-8?q?=D0=BC=D1=8B=20=D0=B1=D0=BE=D0=BB=D1=8C=D1=88=D0=B8=D1=85=20?= =?UTF-8?q?=D0=BA=D0=BE=D0=BE=D1=80=D0=B4=D0=B8=D0=BD=D0=B0=D1=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/main.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index f0e2a87..540d463 100755 --- a/src/main.cpp +++ b/src/main.cpp @@ -94,7 +94,6 @@ int main(void) const char* textures_base_shader_names[] = {"tex_diffuse", "tex_ambient", "tex_specular"}; gShader.bindTextures(textures_base_shader_names, sizeof(textures_base_shader_names)/sizeof(const char*)); - // Загрузка сцены из obj файла Scene scene = loadOBJtoScene("../resources/models/blob.obj", "../resources/models/", "../resources/textures/"); scene.root.e_scale() = glm::vec3(0.01); @@ -124,7 +123,7 @@ int main(void) GLuint attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 }; FBO gbuffer(attachments, sizeof(attachments) / sizeof(GLuint)); // Создадим текстуры для буфера кадра - Texture gPosition(WINDOW_WIDTH, WINDOW_HEIGHT, GL_COLOR_ATTACHMENT0, 0, GL_RGB16F, GL_RGB); // Позиция вершины + Texture gPosition(WINDOW_WIDTH, WINDOW_HEIGHT, GL_COLOR_ATTACHMENT0, 0, GL_RGB32F, GL_RGB); // Позиция вершины Texture gNormal(WINDOW_WIDTH, WINDOW_HEIGHT, GL_COLOR_ATTACHMENT1, 1, GL_RGB16F, GL_RGB); // Нормали Texture gDiffuseP(WINDOW_WIDTH, WINDOW_HEIGHT, GL_COLOR_ATTACHMENT2, 2, GL_RGBA16F); // Диффузная составляющая и коэф. глянцевости Texture gAmbientSpecular(WINDOW_WIDTH, WINDOW_HEIGHT, GL_COLOR_ATTACHMENT3, 3); // Фоновая составляющая и один канал зеркальной