summaryrefslogtreecommitdiff
path: root/src/block.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/block.c')
-rw-r--r--src/block.c12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/block.c b/src/block.c
index 8b7ba20..32b9560 100644
--- a/src/block.c
+++ b/src/block.c
@@ -53,7 +53,13 @@ int block_init(vec3 pos, struct block* blk) {
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
// Set EBO to the vertex_order
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, blk->_ebo);
-
+ //NOTE: This is important, otherwise with multiple block_init calls, it
+ //creates a segfault since the bindings get all messed up. Why it gets
+ //messed up? Let's say we make 2 blocks. Block 1 creates VBOs, then VAO,
+ //then binds everything. Now VAO is still bound. Block 2 init starts. First
+ //call is create_vbo. Since VAO is already bound, it gets bound to the OLD
+ //VAO!! Always clear before use.
+ glBindVertexArray(0);
return 0;
}
@@ -66,8 +72,9 @@ void block_update(struct block* blk) {
vec3 rot_axis = { 1.0f, 1.0f, 0.0f };
vec3 axis_y = { 0.0f, 1.0f, 0.0f };
vec3 pivot = { 0.0f, 0.0f, 0.0f };
- vec3 translation = { 0.0f, 0, -2.0f };
+ vec3 scale = { 0.25f, 0.25f, 0.25f };
glm_translate(blk->model, blk->coords);
+ glm_scale(blk->model, scale);
glm_rotate_at(blk->model, pivot, angle, rot_axis);
// View matrix (camera)
vec3 camera = { 0.0f, 0.0f, 2.0f };
@@ -98,7 +105,6 @@ int block_draw(struct block* blk, struct shader* shader) {
1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f,
1.0f, 0.0f, 1.0f,
-
};
glUniform3fv(loc, 6, (void*)colors);
glDrawElements(GL_TRIANGLES, blk->_vertex_count, GL_UNSIGNED_INT, 0);