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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 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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