Created
October 14, 2014 17:13
-
-
Save jacres/f79996eb7e0255ec0b0a to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
switch ( GL_TEXTURE_CUBE_MAP_POSITIVE_X + dir ) { | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(+1, +0, 0), glm::vec3(0, -1, 0)); | |
break; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(-1, +0, 0), glm::vec3(0, -1, 0)); | |
break; | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(0, +1, 0), glm::vec3(0, 0, -1)); | |
break; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(0, -1, 0), glm::vec3(0, 0, +1)); | |
break; | |
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(0, 0, +1), glm::vec3(0, -1, 0); | |
break; | |
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: | |
view = glm::lookAt(lightPos, lightPos + glm::vec3(0, 0, -1), glm::vec3(0, -1, 0)); | |
break; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment