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Diffstat (limited to 'advanced_opengl/4.face_culling/face_culling.c')
-rw-r--r--advanced_opengl/4.face_culling/face_culling.c14
1 files changed, 6 insertions, 8 deletions
diff --git a/advanced_opengl/4.face_culling/face_culling.c b/advanced_opengl/4.face_culling/face_culling.c
index 0e65e08..4c1490e 100644
--- a/advanced_opengl/4.face_culling/face_culling.c
+++ b/advanced_opengl/4.face_culling/face_culling.c
@@ -8,7 +8,6 @@
int main(void)
{
- GLFWwindow *window;
State state;
S32 width, height;
Input input;
@@ -24,7 +23,7 @@ int main(void)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(width, height, "Face culling", 0, 0);
+ GLFWwindow *window = glfwCreateWindow(width, height, "Face culling", 0, 0);
if (!window) {
fprintf(stderr, "[ERROR] Failed to create window.\n");
glfwTerminate();
@@ -150,9 +149,9 @@ int main(void)
a, -a, a, 1.0f, 1.0f, /* top-right */
};
- U32 cube_vao, vbo;
- glGenVertexArrays(1, &cube_vao);
- glBindVertexArray(cube_vao);
+ U32 vao, vbo;
+ glGenVertexArrays(1, &vao);
+ glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices_cw), cube_vertices_cw, GL_STATIC_DRAW);
@@ -199,8 +198,7 @@ int main(void)
view = look_at(state.camera.pos, target, v3f(0.0f, 1.0f, 0.0f));
proj = perspective(state.camera.fovx, (F32)width/(F32)height,
state.camera.near, state.camera.far);
- cube_transform = transform_rotate(cube_transform,
- v3f(0.0f, d_angle*state.dt, 0.0f));
+ cube_transform = transform_rotate(cube_transform, v3f(0.0f, d_angle*state.dt, 0.0f));
model = transform_apply(cube_transform);
glViewport(0, 0, width, height);
@@ -212,7 +210,7 @@ int main(void)
shader_set_mat4fv(shader, "model", model);
shader_set_mat4fv(shader, "view", view);
shader_set_mat4fv(shader, "proj", proj);
- glBindVertexArray(cube_vao);
+ glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);