wip
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@@ -337,7 +337,6 @@ impl App {
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shader_int8: true,
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storage_buffer8_bit_access: true,
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storage_buffer16_bit_access: true,
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geometry_shader: true,
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maintenance4: true,
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fill_mode_non_solid: true,
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shader_draw_parameters: true,
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@@ -887,7 +886,7 @@ impl App {
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let aspect_ratio =
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rcx.swapchain.image_extent()[0] as f32 / rcx.swapchain.image_extent()[1] as f32;
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let proj = Mat4::perspective_rh_gl(std::f32::consts::FRAC_PI_2, aspect_ratio, near, far);
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let proj = Mat4::perspective_rh(std::f32::consts::FRAC_PI_2, aspect_ratio, near, far);
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let view = Mat4::from_euler(EulerRot::XYZ, self.cstate.forward.x.to_radians(), self.cstate.forward.y.to_radians(), self.cstate.forward.z.to_radians())
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//* Mat4::from_rotation_z(std::f32::consts::PI)
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* Mat4::from_translation(Vec3::ZERO - self.cstate.position);
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