until glfw.window_should_close(self.window)
end
-function RenderEngine:update_projection_matrix(width, height)
- gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), width / height, 0.1, 100))
+function RenderEngine:update_projection_matrix()
+ gl.uniform_matrix4f(gl.get_uniform_location(self.shaders, "projection"), true, glm.perspective(math.rad(self.fov), self.window_width / self.window_height, 0.1, 100))
end
function RenderEngine:update_view_matrix()