diff --git a/cw 9/src/ex_9_1.hpp b/cw 9/src/ex_9_1.hpp index 222027c..eced130 100644 --- a/cw 9/src/ex_9_1.hpp +++ b/cw 9/src/ex_9_1.hpp @@ -490,7 +490,6 @@ void renderScene(GLFWwindow* window) //draw texture with PBR drawObjectPBRWithTexture(models::floorContext, glm::mat4(), texture::floorTexture, 0.8f, 0.0f); - drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f); drawObjectPBRWithTexture(models::roomContext, glm::mat4(), texture::roomTexture, 0.8f, 0.0f); drawObjectPBRWithTexture(models::landContext, glm::mat4(), texture::landTexture, 0.5f, 0.0f); drawObjectPBRWithTexture(models::sofaBaseContext, glm::mat4(), texture::sofaBaseTexture, 0.5f, 0.0f); @@ -513,6 +512,9 @@ void renderScene(GLFWwindow* window) //glBindTexture(GL_TEXTURE_2D, depthMap); //Core::DrawContext(models::testContext); + //objects with textures that contain transparency should be drawn here (last) + drawObjectPBRWithTexture(models::glassWallContext, glm::mat4(), texture::glassWallTexture, 0.8f, 0.0f); + glUseProgram(0); glfwSwapBuffers(window); } @@ -579,10 +581,10 @@ void init(GLFWwindow* window) //loading textures glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - //textures that contain transparency should be here + //textures that contain transparency should be loaded here + texture::glassWallTexture = Core::LoadTexture("textures/glass.png"); glDisable(GL_BLEND); programTex = shaderLoader.CreateProgram("shaders/shader_texture.vert", "shaders/shader_texture.frag"); - texture::glassWallTexture = Core::LoadTexture("textures/glass.jpg"); texture::fishTexture = Core::LoadTexture("textures/fish.png"); texture::roomTexture = Core::LoadTexture("textures/wall.jpg"); texture::sofaBaseTexture = Core::LoadTexture("textures/sofa.jpg");