used Vector3f instead Vector4f because noramlized(Vector3f) != normalized(Vector4f)
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@@ -1,5 +1,5 @@
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// Cubemap
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// Cube<EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Cubemap
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// Cube贴图测试
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#include"VulkanAppFramework.h"
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#include<hgl/filesystem/FileSystem.h>
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@@ -121,7 +121,7 @@ private:
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envmap_mi=db->CreateMaterialInstance(envmap_material);
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if(!envmap_mi)return(false);
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{
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{
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MaterialParameters *mp_texture=envmap_mi->GetMP(DescriptorSetsType::Value);
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if(!mp_texture)
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@@ -200,7 +200,12 @@ public:
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if(!CameraAppFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(false);
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render_list=new RenderList(device);
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camera->pos=Vector3f(10,10,0);
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camera->target=Vector3f(0,0,0);
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camera->Refresh(); //更新矩阵计算
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render_list=new RenderList(device);
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if(!InitMaterial())
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return(false);
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