feat: Update cube rendering to use solid shader for room geometry

This commit is contained in:
2026-01-05 10:13:23 +00:00
parent 2fef2b14ca
commit 5a65de8188

View File

@@ -500,7 +500,7 @@ local function create_spinning_cube()
local function compute_model_matrix(time)
local rotation = math3d.rotation_y(time * rotation_speed)
local scale = scale_matrix(1.5, 1.5, 1.5) -- Make cube 3x3x3 units
local position = math3d.translation(0.0, 3.0, 0.0)
local position = math3d.translation(0.0, 3.0, 0.0) -- Center of the room
return math3d.multiply(position, math3d.multiply(rotation, scale))
end
@@ -542,7 +542,7 @@ local function create_static_cube(position, scale, color)
vertices = vertices,
indices = cube_indices,
compute_model_matrix = compute_model_matrix,
shader_key = "pbr", -- Use PBR shader for realistic materials and lighting
shader_key = "solid", -- Use solid shader for room geometry
}
end
@@ -713,12 +713,11 @@ local function draw_flight_buttons()
end
function get_scene_objects()
local objects = {
create_spinning_cube(),
}
local objects = {}
for i = 1, #room_objects do
objects[#objects + 1] = room_objects[i]
end
objects[#objects + 1] = create_spinning_cube()
return objects
end