From aadcb18b2e53b53572db273abacf158d7d888ec2 Mon Sep 17 00:00:00 2001 From: SuperAo Date: Tue, 2 Apr 2024 15:56:19 +0800 Subject: [PATCH] =?UTF-8?q?fix=20=E5=85=A5=E9=97=A8-=E5=9D=90=E6=A0=87?= =?UTF-8?q?=E7=B3=BB=E7=BB=9F=20=E8=BF=99=E4=B8=80=E6=AE=B5=E4=BB=A3?= =?UTF-8?q?=E7=A0=81=E5=A4=9A=E4=BA=86=E4=B8=80=E4=B8=AA=E6=8B=AC=E5=8F=B7?= =?UTF-8?q?=20#289?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/01 Getting started/08 Coordinate Systems.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/01 Getting started/08 Coordinate Systems.md b/docs/01 Getting started/08 Coordinate Systems.md index aa3b458..f704186 100644 --- a/docs/01 Getting started/08 Coordinate Systems.md +++ b/docs/01 Getting started/08 Coordinate Systems.md @@ -217,7 +217,7 @@ void main() 我们还应该将矩阵传入着色器(这通常在每次的渲染迭代中进行,因为变换矩阵会经常变动): ```c++ -int modelLoc = glGetUniformLocation(ourShader.ID, "model")); +int modelLoc = glGetUniformLocation(ourShader.ID, "model"); glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); ... // 观察矩阵和投影矩阵与之类似 ```