- glUseProgram(solidProgId);
- setProjectionAndViewUniforms(solidProgId);
- setLightColorAndPos(solidProgId, lightPos, lightColor);
- GLuint colorLoc = glGetUniformLocation(solidProgId, "color");
- glm::vec4 c(1.f, 0, 1.f, 1.f);
- glUniform4fv(colorLoc, 1, glm::value_ptr(c));
- GLuint modelLoc = glGetUniformLocation(solidProgId, "model");
- glm::mat4 model(1);
- model = glm::scale(model, glm::vec3(2.0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- monkeyHead->draw();
- model = glm::translate(model, glm::vec3(3, 0, 0));
- glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
- chest->draw();
-
- /* drawTeapot(teapotCamera, false, d, lightPos, lightColor); */
-
- /* glClear(GL_DEPTH_BUFFER_BIT); */
+ glUseProgram(textureProgId);
+ setProjectionAndViewUniforms(textureProgId);
+ setLightColorAndPos(textureProgId, lightPos, lightColor);