Transformations =============== Open a window and type in the following code: :: #include #include #include #include #define GLM_FORCE_RADIANS #include #include #include #include "Shader.h" GLfloat mix_value=0.2f; void key_callback(GLFWwindow* window,int key,int scancode,int action,int mode) { if(key==GLFW_KEY_ESCAPE && action==GLFW_PRESS) glfwSetWindowShouldClose(window,GL_TRUE); if(key==GLFW_KEY_UP && action==GLFW_PRESS) { mix_value+=0.1f; if(mix_value>1.0f) mix_value=1.0f; } if(key==GLFW_KEY_DOWN && action==GLFW_PRESS) { mix_value-=0.1f; if(mix_value<0.0f) mix_value=0.0f; } } int main() { glfwInit(); #if __APPLE__ glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT,GL_TRUE); #endif glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,3); glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_RESIZABLE,GL_FALSE); GLFWwindow *window=glfwCreateWindow(800,600,"Learn OpenGL",nullptr,nullptr); if(window==nullptr) { std::cout<<"Failed to create GLFW window!"<