added fixes for problems detected by sonarqube
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This commit is contained in:
Daniel 2023-11-13 11:46:24 +01:00
parent 5872f482fb
commit eff34ff950
3 changed files with 4 additions and 4 deletions

View File

@ -43,6 +43,7 @@ public static class Input
{
List<Key> searchKeys = keys.ToList();
int count = 0;
foreach (var key in searchKeys)
{
if (IsKeyPressed(key))

View File

@ -21,7 +21,6 @@ public class Camera
private Vector3D<float> _up;
private float _yaw;
private float _pitch;
private float _movementSpeed;
/// <summary>
/// The view matrix according to the current camera position and rotation
@ -39,7 +38,7 @@ public class Camera
_position = position;
_yaw = yaw;
_pitch = pitch;
_movementSpeed = movementSpeed;
MovementSpeed = movementSpeed;
Fov = fov;
_worldUp = Vector3D<float>.UnitY;

View File

@ -16,7 +16,7 @@ using System.Numerics;
// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
public class Program
public static class Program
{
private const int Width = 800;
private const int Height = 600;
@ -192,7 +192,7 @@ public class Program
var difference = (float)(_window.Time * 10);
var modelMatrix = Matrix4x4.CreateRotationY(Maths.Convert.ToRadians(difference)) * Matrix4x4.CreateRotationX(Maths.Convert.ToRadians(difference));
var viewMatrix = _cam.ViewMatrix;
var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / Height, 0.1f, 100.0f);
var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / (float)Height, 0.1f, 100.0f);
_gl.BindVertexArray(_vao);