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doc: yep, this order is wrong.

Doesn't help that the function is named in a LTR manner but the
multiplication order is RTL.
pull/547/head
Vladimír Vondruš 4 years ago
parent
commit
29da22326e
  1. 8
      doc/snippets/MagnumShaders-gl.cpp

8
doc/snippets/MagnumShaders-gl.cpp

@ -392,7 +392,7 @@ GL::Texture2D texture;
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({ projectionTransformationUniform.setData({
Shaders::TransformationProjectionUniform2D{} Shaders::TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) .setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
}); });
materialUniform.setData({ materialUniform.setData({
Shaders::DistanceFieldVectorMaterialUniform{} Shaders::DistanceFieldVectorMaterialUniform{}
@ -548,7 +548,7 @@ Matrix4 transformationMatrix, projectionMatrix;
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({ projectionTransformationUniform.setData({
Shaders::TransformationProjectionUniform3D{} Shaders::TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) .setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
}); });
materialUniform.setData({ materialUniform.setData({
Shaders::FlatMaterialUniform{} Shaders::FlatMaterialUniform{}
@ -1003,7 +1003,7 @@ GL::Texture2D texture;
GL::Buffer projectionTransformationUniform, materialUniform, drawUniform; GL::Buffer projectionTransformationUniform, materialUniform, drawUniform;
projectionTransformationUniform.setData({ projectionTransformationUniform.setData({
Shaders::TransformationProjectionUniform2D{} Shaders::TransformationProjectionUniform2D{}
.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) .setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
}); });
materialUniform.setData({ materialUniform.setData({
Shaders::VectorMaterialUniform{} Shaders::VectorMaterialUniform{}
@ -1065,7 +1065,7 @@ Matrix4 transformationMatrix, projectionMatrix;
GL::Buffer projectionTransformationUniform; GL::Buffer projectionTransformationUniform;
projectionTransformationUniform.setData({ projectionTransformationUniform.setData({
Shaders::TransformationProjectionUniform3D{} Shaders::TransformationProjectionUniform3D{}
.setTransformationProjectionMatrix(transformationMatrix*projectionMatrix) .setTransformationProjectionMatrix(projectionMatrix*transformationMatrix)
}); });
Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Flag::UniformBuffers}; Shaders::VertexColorGL3D shader{Shaders::VertexColorGL3D::Flag::UniformBuffers};

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