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JoeyDeVries committed Oct 3, 2016
2 parents 93d9412 + aab78b0 commit c819799
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Showing 3 changed files with 14 additions and 14 deletions.
4 changes: 2 additions & 2 deletions README.md
Expand Up @@ -16,14 +16,14 @@ Using root (sudo) and type `apt-get install libsoil-dev libglm-dev libassimp-dev

Note that CodeBlocks or other IDEs may have issues running the programs due to problems finding the shader and resource files, however it should still be able to generate the exectuables. To work around this problem it is possible to set an environment variable to tell the tutorials where the resource files can be found. The environment variable is named LOGL_ROOT_PATH and may be set to the path to the root of the LearnOpenGL directory tree. For example:

`export LOGL_ROOT_PATH=/home/user/tutorials/LearmOpenGL`
`export LOGL_ROOT_PATH=/home/user/tutorials/LearnOpenGL`

Running `ls $LOGL_ROOT_PATH` should list, among other things, this README file and the resources direcory.

## Mac OS X building
Thanks to Stéphane le Boeuf, a Github fork was set up that successfully compiles on Mac OSX (and Linux as well); current CMake hasn't been adapted for Mac OSX yet. The following command lines build the projects on Mac OSX:
```
git clone --recursive [https://github.com/stephane-lb/LearnOpenGL.git
git clone --recursive https://github.com/stephane-lb/LearnOpenGL.git
cd LearnOpenGL
mkdir build
cd build
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20 changes: 10 additions & 10 deletions src/4.advanced_opengl/6.cubemaps/cubemaps_skybox_optimized.cpp
Expand Up @@ -32,7 +32,7 @@ void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
void mouse_callback(GLFWwindow* window, double xpos, double ypos);
void Do_Movement();
GLuint loadTexture(GLchar const * path);
GLuint loadCubemap(std::vector<const GLchar*> faces);
GLuint loadCubemap(std::vector<std::string> faces);

// Camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
Expand Down Expand Up @@ -198,13 +198,13 @@ int main()
#pragma endregion

// Cubemap (Skybox)
std::vector<const GLchar*> faces;
faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg").c_str());
faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg").c_str());
faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg").c_str());
faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg").c_str());
faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg").c_str());
faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg").c_str());
std::vector<std::string> faces;
faces.push_back(FileSystem::getPath("resources/textures/skybox/right.jpg"));
faces.push_back(FileSystem::getPath("resources/textures/skybox/left.jpg"));
faces.push_back(FileSystem::getPath("resources/textures/skybox/top.jpg"));
faces.push_back(FileSystem::getPath("resources/textures/skybox/bottom.jpg"));
faces.push_back(FileSystem::getPath("resources/textures/skybox/back.jpg"));
faces.push_back(FileSystem::getPath("resources/textures/skybox/front.jpg"));
GLuint skyboxTexture = loadCubemap(faces);

// Draw as wireframe
Expand Down Expand Up @@ -272,7 +272,7 @@ int main()
// -Y (bottom)
// +Z (front)? (CHECK THIS)
// -Z (back)?
GLuint loadCubemap(std::vector<const GLchar*> faces)
GLuint loadCubemap(std::vector<std::string> faces)
{
GLuint textureID;
glGenTextures(1, &textureID);
Expand All @@ -284,7 +284,7 @@ GLuint loadCubemap(std::vector<const GLchar*> faces)
glBindTexture(GL_TEXTURE_CUBE_MAP, textureID);
for (GLuint i = 0; i < faces.size(); i++)
{
image = SOIL_load_image(faces[i], &width, &height, 0, SOIL_LOAD_RGB);
image = SOIL_load_image(faces[i].c_str(), &width, &height, 0, SOIL_LOAD_RGB);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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4 changes: 2 additions & 2 deletions src/5.advanced_lighting/9.ssao/ssao_lighting.frag
Expand Up @@ -52,8 +52,8 @@ void main()
FragColor = vec4(vec3(Depth / 50.0), 1.0);
else if(draw_mode == 3)
FragColor = vec4(FragPos, 1.0);
else if(draw_mode == 3)
else if(draw_mode == 4)
FragColor = vec4(Normal, 1.0);
else if(draw_mode == 4)
else if(draw_mode == 5)
FragColor = vec4(vec3(AmbientOcclusion), 1.0);
}

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