From 0307759a8d62dc15d6af04e954375c7e4b57c498 Mon Sep 17 00:00:00 2001 From: Dennis Allerkamp Date: Fri, 9 May 2025 12:54:07 +0200 Subject: [PATCH] Invert z-Axis instead of objects --- src/script.js | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/script.js b/src/script.js index 9903a55..0bcf16f 100644 --- a/src/script.js +++ b/src/script.js @@ -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);