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* | Push for render sponza on server
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@ -27,8 +27,6 @@ void Camera::updateCameraVectors()
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{
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glm::vec3 frontTemp;
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std::cout << _yaw << std::endl;
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frontTemp.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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frontTemp.y = sin(glm::radians(_pitch));
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frontTemp.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
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@ -252,7 +252,7 @@ void ObjParser::parseMtl(std::stringstream &input_line, Scene &scene)
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mat->emission_texture_index = -1;
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mat->refraction = 1.0f;
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mat->roughness = 1.0f;
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mat->metallic = 1.0f;
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// mat->metallic = 1.0f;
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mat->color = glm::vec3(1.0f, 1.0f, 1.0f);
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continue;
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}
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@ -554,7 +554,8 @@ void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
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pathTime = (to.time - from.time) * 60;
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normalTime = 1 - ((pathTime - timeFromStart) / pathTime);
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pos = hermiteInterpolate((glm::vec3 [4]){prev.pos, from.pos, to.pos, next.pos}, normalTime);
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glm::vec3 points[4] = {prev.pos, from.pos, to.pos, next.pos};
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pos = hermiteInterpolate(points, normalTime);
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smallDistPrev = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (from.dir - prev.dir) / glm::vec2((from.time - prev.time) * 60)) < 40;
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smallDistNext = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (next.dir - to.dir) / glm::vec2((next.time - to.time) * 60)) < 40;
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