From 20c7dc975cbf9ccb436f0559d22b1dc84f10e2b0 Mon Sep 17 00:00:00 2001 From: Adrian G L Date: Thu, 2 Oct 2025 00:54:30 +0200 Subject: [PATCH] fix: remove sine-cosine transformations from model matrix calculation --- src/main.rs | 21 --------------------- 1 file changed, 21 deletions(-) diff --git a/src/main.rs b/src/main.rs index 24ba591..9a7cbf1 100644 --- a/src/main.rs +++ b/src/main.rs @@ -359,24 +359,6 @@ fn main() { // == // Issue the necessary gl:: commands to draw your scene here simple_shader.activate(); - // build Model matrix (start from identity) - let mut model: glm::Mat4 = glm::identity(); - // cycle through each transform parameter (a,b,c,d,e,f) over time - let cycle_duration = 2.0; - let idx = ((elapsed / cycle_duration).floor() as usize) % 6; - let v = elapsed.sin(); - match idx { - 0 => model[(0,0)] = v, // a - 1 => model[(0,1)] = v, // b - 2 => model[(0,3)] = v, // c - 3 => model[(1,0)] = v, // d - 4 => model[(1,1)] = v, // e - 5 => model[(1,3)] = v, // f - _ => {} - } - // model translation to initial view distance - let translation_model: glm::Mat4 = glm::translation(&glm::vec3(0.0, 0.0, -5.0)); - let model = translation_model * model; // build View matrix: translate and rotate world relative to camera let view_translation: glm::Mat4 = glm::translation(&(-cam_pos)); let view_rot_y: glm::Mat4 = glm::rotation(-cam_yaw, &glm::vec3(0.0, 1.0, 0.0)); @@ -385,9 +367,6 @@ fn main() { // build Projection matrix let projection: glm::Mat4 = glm::perspective(window_aspect_ratio, std::f32::consts::PI / 4.0, 1.0, 1000.0); - // final transform: Projection * View * Model - let transform: glm::Mat4 = projection * view * model; - gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform.as_ptr()); // Draw the lunar terrain let model_terrain: glm::Mat4 = glm::identity();