diff --git a/MshViewer/main.cpp b/MshViewer/main.cpp index e282837..1dbf1f1 100644 --- a/MshViewer/main.cpp +++ b/MshViewer/main.cpp @@ -38,7 +38,7 @@ int main(int argc, char** argv) openGL: - scene->loadMsh("..\\Release\\Msh\\houseWOnull.msh"); + scene->loadMsh("..\\Release\\Msh\\multipleModels.msh"); do { scene->updateScene(); diff --git a/Release/MshViewer.exe b/Release/MshViewer.exe index 22943e7..705beaa 100644 Binary files a/Release/MshViewer.exe and b/Release/MshViewer.exe differ diff --git a/Release/Shader/FragmentTextureShader.mv2shdr b/Release/Shader/TextureShader.frag similarity index 100% rename from Release/Shader/FragmentTextureShader.mv2shdr rename to Release/Shader/TextureShader.frag diff --git a/Release/Shader/VertexTextureShader.mv2shdr b/Release/Shader/TextureShader.vert similarity index 86% rename from Release/Shader/VertexTextureShader.mv2shdr rename to Release/Shader/TextureShader.vert index 5776ae8..739ced0 100644 --- a/Release/Shader/VertexTextureShader.mv2shdr +++ b/Release/Shader/TextureShader.vert @@ -13,7 +13,7 @@ uniform mat4 MVP; void main(){ // Output position of the vertex, in clip space : MVP * position - gl_Position = MVP * vec4(vertexPosition_modelspace,1); + gl_Position = MVP * vec4(vertexPosition_modelspace, 1); UV = vertexUV;