fix: add type annotation to resolve ambiguous transform matrix type in main.rs
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@@ -301,7 +301,7 @@ fn main() {
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// == // Issue the necessary gl:: commands to draw your scene here
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simple_shader.activate();
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// build and send the transform matrix (start from identity)
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let mut transform = glm::identity();
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let mut transform: glm::Mat4 = glm::identity();
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// modify element (0,0) here; change indices to test a, b, c, d, e, f, etc.
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transform[(0,0)] = elapsed.sin();
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gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform.as_ptr());
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