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@jacres
Created October 14, 2014 17:13
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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;
}
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