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Fix the remaining depth buffer issues

This commit is contained in:
Joshua Goins 2022-05-03 12:52:31 -04:00
parent 92ac7b1163
commit 6800c875b8
2 changed files with 2 additions and 2 deletions

View file

@ -17,6 +17,7 @@ endif()
add_library(renderer src/renderer.cpp ${EXTRA_SRC})
target_include_directories(renderer PUBLIC include)
target_link_libraries(renderer PUBLIC Vulkan::Vulkan fmt::fmt libxiv glm::glm ${EXTRA_LIBRARIES})
target_compile_definitions(renderer PUBLIC GLM_FORCE_RADIANS GLM_FORCE_DEPTH_ZERO_TO_ONE)
if(USE_STANDALONE_WINDOW)
target_compile_definitions(renderer PUBLIC USE_STANDALONE_WINDOW)

View file

@ -449,8 +449,7 @@ void Renderer::render(std::vector<RenderModel> models) {
glm::mat4 p = glm::perspective(glm::radians(45.0f), swapchainExtent.width / (float) swapchainExtent.height,
0.1f, 100.0f);
p[1][1] *= -1;
glm::mat4 v = glm::lookAt(glm::vec3(0, 0, -3), glm::vec3(0, 1, 0), glm::vec3(0, 1, 0));
glm::mat4 v = glm::lookAt(glm::vec3(0, 1, 3), glm::vec3(0, 1, 0), glm::vec3(0, -1, 0));
glm::mat4 vp = p * v;
vkCmdPushConstants(commandBuffer, pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(glm::mat4), &vp);