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-rwxr-xr-xadvanced_opengl/7.uniform_buffer/build (renamed from advanced_opengl/7.uniform_buffer/build.sh)0
-rw-r--r--advanced_opengl/7.uniform_buffer/uniform_buffer.c13
2 files changed, 6 insertions, 7 deletions
diff --git a/advanced_opengl/7.uniform_buffer/build.sh b/advanced_opengl/7.uniform_buffer/build
index 54642df..54642df 100755
--- a/advanced_opengl/7.uniform_buffer/build.sh
+++ b/advanced_opengl/7.uniform_buffer/build
diff --git a/advanced_opengl/7.uniform_buffer/uniform_buffer.c b/advanced_opengl/7.uniform_buffer/uniform_buffer.c
index a27c115..752b171 100644
--- a/advanced_opengl/7.uniform_buffer/uniform_buffer.c
+++ b/advanced_opengl/7.uniform_buffer/uniform_buffer.c
@@ -24,6 +24,7 @@ int main(void)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
+ glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
window = glfwCreateWindow(width, height, "Advanced data (uniform buffer)", 0, 0);
if (!window) {
fprintf(stderr, "[ERROR] Failed to create window.\n");
@@ -44,9 +45,9 @@ int main(void)
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
- U32 skybox_shader = create_shader_program("shaders/skybox.vert", "shaders/skybox.frag");
- U32 cube_shader = create_shader_program("shaders/cube.vert", "shaders/cube.frag");
- U32 color_cube_shader = create_shader_program("shaders/color_cube.vert", "shaders/color_cube.frag");
+ U32 skybox_shader = load_shader("shaders/skybox.vert", "shaders/skybox.frag");
+ U32 cube_shader = load_shader("shaders/cube.vert", "shaders/cube.frag");
+ U32 color_cube_shader = load_shader("shaders/color_cube.vert", "shaders/color_cube.frag");
U32 skybox_matrices = glGetUniformBlockIndex(skybox_shader, "Matrices");
U32 cube_matrices = glGetUniformBlockIndex(cube_shader, "Matrices");
@@ -235,12 +236,10 @@ int main(void)
state.camera.near, state.camera.far);
glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4),
- (const void *)&proj);
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(MAT4), (const void *)&proj);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBuffer(GL_UNIFORM_BUFFER, matrices_ubo);
- glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4),
- sizeof(MAT4), (const void *)&view);
+ glBufferSubData(GL_UNIFORM_BUFFER, sizeof(MAT4), sizeof(MAT4), (const void *)&view);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glClearColor(0.15f, 0.15f, 0.15f, 1.0f);