glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightPositions"), numLights, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(pbrProg->progId, "lightColors"), numLights, glm::value_ptr(lightColors[0]));
- glm::vec3 targetPos(sin(d * 1.f), 0, cos(d * 1.f));
+ glm::vec3 targetPos(sin(d) * 2 - 2, 2, 0);
+ Light targetLight = { glm::translate(glm::mat4(1), targetPos), {0.5, 1, 1} };
+ drawLight(targetLight);
inverseKinematic(*sceneModel->find("Bottom Bone"), *sceneModel->find("Toppest Bone"), targetPos);
/* std::array<glm::vec3, 3> jointPositions; std::array<float, 2> jointDistances; */