aiVector3D v = aiMesh->mNormals[i];
normals.push_back(glm::vec3(v.x, v.y, v.z));
} else {
- normals.push_back(glm::vec3(0));
+ std::cerr << "Missing normals" << std::endl;
+ exit(1);
}
if (aiMesh->HasTangentsAndBitangents()) {
aiVector3D t = aiMesh->mTangents[i];
glEnableVertexAttribArray(texCoordLoc);
glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 0, 0);
- GLuint tangentLoc = glGetAttribLocation(progId, "tangent");
- glBindBuffer(GL_ARRAY_BUFFER, tangentVbo);
- glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW);
- glEnableVertexAttribArray(tangentLoc);
- glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ /* GLuint tangentLoc = glGetAttribLocation(progId, "tangent"); */
+ /* glBindBuffer(GL_ARRAY_BUFFER, tangentVbo); */
+ /* glBufferData(GL_ARRAY_BUFFER, tangents.size() * sizeof(glm::vec3), &tangents[0], GL_STATIC_DRAW); */
+ /* glEnableVertexAttribArray(tangentLoc); */
+ /* glVertexAttribPointer(tangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
- GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent");
- glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo);
- glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW);
- glEnableVertexAttribArray(bitangentLoc);
- glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0);
+ /* GLuint bitangentLoc = glGetAttribLocation(progId, "bitangent"); */
+ /* glBindBuffer(GL_ARRAY_BUFFER, bitangentVbo); */
+ /* glBufferData(GL_ARRAY_BUFFER, bitangents.size() * sizeof(glm::vec3), &bitangents[0], GL_STATIC_DRAW); */
+ /* glEnableVertexAttribArray(bitangentLoc); */
+ /* glVertexAttribPointer(bitangentLoc, 3, GL_FLOAT, GL_FALSE, 0, 0); */
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indicesVbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(GLuint), &indices[0], GL_STATIC_DRAW);
Material material = materials[mesh.materialIndex];
material.bind();
- glUniform1i(glGetUniformLocation(progId, "skybox"), 5);
- glActiveTexture(GL_TEXTURE5);
- glBindTexture(GL_TEXTURE_CUBE_MAP, skybox.getTexture());
-
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(m));
glDrawElements(GL_TRIANGLES, mesh.numIndices, GL_UNSIGNED_INT, 0);