Fix compilation errors on Visual Studio
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@ -28,7 +28,7 @@ SET(CMAKE_CXX_FLAGS "-std=c++0x")
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#ADD_DEFINITIONS(-DGL3)
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#ADD_DEFINITIONS(-DGL3)
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# Headers
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# Headers
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INCLUDE_DIRECTORIES("src/" "opengl-framework/src/" "glfw/include/" "common/" "scenes/" "imgui/")
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INCLUDE_DIRECTORIES(${GLEW_INCLUDE_PATH} "src/" "opengl-framework/src/" "glfw/include/" "common/" "scenes/" "imgui/")
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# Testbed source files
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# Testbed source files
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SET(TESTBED_SOURCES
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SET(TESTBED_SOURCES
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@ -236,7 +236,7 @@ void Cone::createVBOAndVAO() {
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// Create th VBO for the indices data
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.create();
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mVBOIndices.bind();
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mVBOIndices.bind();
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size_t sizeIndices = mIndices[0].size() * sizeof(uint);
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size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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mVBOIndices.unbind();
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@ -260,7 +260,7 @@ void ConvexMesh::createVBOAndVAO() {
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// Create th VBO for the indices data
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.create();
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mVBOIndices.bind();
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mVBOIndices.bind();
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size_t sizeIndices = mIndices[0].size() * sizeof(uint);
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size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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mVBOIndices.unbind();
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@ -237,7 +237,7 @@ void Cylinder::createVBOAndVAO() {
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// Create th VBO for the indices data
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.create();
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mVBOIndices.bind();
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mVBOIndices.bind();
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size_t sizeIndices = mIndices[0].size() * sizeof(uint);
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size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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mVBOIndices.unbind();
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@ -273,7 +273,7 @@ void Dumbbell::createVBOAndVAO() {
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// Create th VBO for the indices data
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.create();
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mVBOIndices.bind();
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mVBOIndices.bind();
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size_t sizeIndices = mIndices[0].size() * sizeof(uint);
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size_t sizeIndices = mIndices[0].size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.copyDataIntoVBO(sizeIndices, getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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mVBOIndices.unbind();
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@ -161,7 +161,7 @@ void VisualContactPoint::createVBOAndVAO() {
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// Create th VBO for the indices data
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// Create th VBO for the indices data
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mVBOIndices.create();
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mVBOIndices.create();
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mVBOIndices.bind();
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mVBOIndices.bind();
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size_t sizeIndices = mMesh.getIndices(0).size() * sizeof(uint);
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size_t sizeIndices = mMesh.getIndices(0).size() * sizeof(unsigned int);
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mVBOIndices.copyDataIntoVBO(sizeIndices, mMesh.getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.copyDataIntoVBO(sizeIndices, mMesh.getIndicesPointer(), GL_STATIC_DRAW);
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mVBOIndices.unbind();
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mVBOIndices.unbind();
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@ -33,6 +33,7 @@
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#include "Vector3.h"
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#include "Vector3.h"
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#include "Vector4.h"
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#include "Vector4.h"
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#include "Matrix3.h"
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#include "Matrix3.h"
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#include "definitions.h"
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namespace openglframework {
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namespace openglframework {
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@ -441,7 +442,7 @@ inline Matrix4 Matrix4::perspectiveProjectionMatrix(float near, float far, int w
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// Compute the aspect ratio
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// Compute the aspect ratio
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float aspect = float(width) / float(height);
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float aspect = float(width) / float(height);
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float top = near * tan((fieldOfView / 2.0f) * (float(M_PI) / 180.0f));
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float top = near * tan((fieldOfView / 2.0f) * (float(PI) / 180.0f));
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float bottom = -top;
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float bottom = -top;
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float left = bottom * aspect;
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float left = bottom * aspect;
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float right = top * aspect;
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float right = top * aspect;
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@ -139,8 +139,8 @@ void RaycastScene::createLines() {
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for (int i=0; i<nbRaysOneDimension; i++) {
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for (int i=0; i<nbRaysOneDimension; i++) {
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for (int j=0; j<nbRaysOneDimension; j++) {
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for (int j=0; j<nbRaysOneDimension; j++) {
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float theta = i * 2.0f * M_PI / float(nbRaysOneDimension);
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float theta = i * 2.0f * PI / float(nbRaysOneDimension);
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float phi = j * M_PI / float(nbRaysOneDimension);
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float phi = j * PI / float(nbRaysOneDimension);
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// Generate a point on a sphere with spherical coordinates
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// Generate a point on a sphere with spherical coordinates
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float x = RAY_LENGTH * std::sin(phi) * std::cos(theta);
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float x = RAY_LENGTH * std::sin(phi) * std::cos(theta);
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