Invert z-Axis instead of objects

This commit is contained in:
Dennis Allerkamp 2025-05-09 12:54:07 +02:00
parent ecf7e2074b
commit 0307759a8d
1 changed files with 6 additions and 6 deletions

View File

@ -552,11 +552,8 @@ async function draw() {
mat4BuildPerspective3(virtualProjectionMatrix3, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
mat4Interpolate(virtualProjectionMatrix3, identity, virtualProjectionMatrix3, interpolate[4]);
let virtualProjectionMatrix4 = [];
mat4BuildPerspective4(virtualProjectionMatrix4, 90.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
mat4Interpolate(virtualProjectionMatrix4, identity, virtualProjectionMatrix4, interpolate[5]);
mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix4, virtualProjectionMatrix3);
mat4Identity(virtualProjectionMatrix);
mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix3);
mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix2);
mat4Multiply(virtualProjectionMatrix, virtualProjectionMatrix, virtualProjectionMatrix1);
@ -645,8 +642,11 @@ async function draw() {
// draw origin
let originMatrix = [];
mat4BuildPerspective4(originMatrix, 60.0 / 180.0 * Math.PI, cv.width / cv.height, 0.9, 5);
mat4Interpolate(originMatrix, identity, originMatrix, interpolate[5]);
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(identity));
gl.uniformMatrix4fv(virtualModelViewLocation, gl.FALSE, new Float32Array(originMatrix));
gl.uniformMatrix4fv(virtualProjectionLocation, gl.FALSE, new Float32Array(identity));
gl.bindBuffer(gl.ARRAY_BUFFER, originVertexBuffer);