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@anden3
Created January 3, 2018 22:32
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DrawStuff
var world = shared.worldMatrix;
mat4.identity(world);
mat4.translate(world, world, vec3.fromValues(0, -20, 0));
setWorldViewProjection();
// Square
{
let matrix = mat4.create();
gl.uniformMatrix4fv(shared.modelMatrixLocation, false, matrix);
gl.bindVertexArray(shared.square.vertexArray);
gl.drawArrays(gl.TRIANGLES, 0, shared.square.vertexCount);
}
// House
{
let matrix = mat4.create();
let q = quat.create();
quat.rotateZ(q, q, time);
mat4.fromRotationTranslation(matrix, q, [-20, 15, 0]);
gl.uniformMatrix4fv(shared.modelMatrixLocation, false, matrix);
gl.bindVertexArray(shared.house.vertexArray);
gl.drawArrays(gl.TRIANGLES, 0, shared.house.vertexCount);
}
// House 2
{
let matrix = mat4.create();
let q = quat.create();
quat.rotateZ(q, q, time);
mat4.fromRotationTranslation(matrix, q, [20, 15, 0]);
gl.uniformMatrix4fv(shared.modelMatrixLocation, false, matrix);
gl.bindVertexArray(shared.house2.vertexArray);
gl.drawElements(gl.TRIANGLES, shared.house2.vertexCount, gl.UNSIGNED_BYTE, 0);
}
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