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Re: GLSL issue radians() in vertex shader?
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Re: GLSL issue radians() in vertex shader?



Does the following workaround work for you?

	#define M_PI 3.14159
	float myradians(float d){ return d*(M_PI/180.0); }
	float mydegrees(float r){ return r*(180.0/M_PI); }

 - Nick

On Apr 14, 2009, at 2:58 PM, Paul Sargent wrote:
On 14 Apr 2009, at 22:08, vade wrote:
uniform float amount;
uniform float angle;

void main()
{
	// perform standard transform on vertex
 	gl_Position = ftransform();

	float theta = radians(angle);

How's theta defined? _______________________________________________ Do not post admin requests to the list. They will be ignored. Mac-opengl mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: This email sent to email@hidden

_______________________________________________ Do not post admin requests to the list. They will be ignored. Mac-opengl mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: This email sent to email@hidden
References: 
 >GLSL issue radians() in vertex shader? (From: vade <email@hidden>)
 >Re: GLSL issue radians() in vertex shader? (From: Paul Sargent <email@hidden>)



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