glm::vecX no longer defaults to 0?!

This commit is contained in:
Emmanuel BENOîT 2017-10-06 20:38:08 +02:00
parent af53c19949
commit de0c5e4386
2 changed files with 3 additions and 2 deletions

View file

@ -8,8 +8,8 @@
struct T_Camera struct T_Camera
{ {
glm::vec3 lookAt; glm::vec3 lookAt = glm::vec3( 0 );
glm::vec3 angles; glm::vec3 angles = glm::vec3( 0 );
float distance = 10; float distance = 10;
float fov = 90; float fov = 90;

View file

@ -680,6 +680,7 @@ void T_ShaderManager::initPipeline(
} }
GLuint id( 0 ); GLuint id( 0 );
GL_CHECK( {} );
glGenProgramPipelines( 1 , &id ); glGenProgramPipelines( 1 , &id );
GL_CHECK( return ); GL_CHECK( return );
for ( auto i = 0u ; i < nst ; i ++ ) { for ( auto i = 0u ; i < nst ; i ++ ) {