diff --git a/Nuake/src/Core/Physics/DynamicWorld.cpp b/Nuake/src/Core/Physics/DynamicWorld.cpp index 2db145bc..e3cce79f 100644 --- a/Nuake/src/Core/Physics/DynamicWorld.cpp +++ b/Nuake/src/Core/Physics/DynamicWorld.cpp @@ -331,7 +331,7 @@ namespace Nuake { // Create jolt ray const auto& fromJolt = JPH::Vec3(from.x, from.y, from.z); - const auto& toJolt = JPH::Vec3(to.x, to.y, to.z); + const auto& toJolt = JPH::Vec3(to.x , to.y, to.z); JPH::RayCast ray { fromJolt, toJolt - fromJolt }; JPH::AllHitCollisionCollector collector; _JoltPhysicsSystem->GetBroadPhaseQuery().CastRay(ray, collector); diff --git a/Nuake/src/Rendering/Shaders/Shader.cpp b/Nuake/src/Rendering/Shaders/Shader.cpp index 895eb8c5..17a7fa2d 100644 --- a/Nuake/src/Rendering/Shaders/Shader.cpp +++ b/Nuake/src/Rendering/Shaders/Shader.cpp @@ -26,6 +26,8 @@ namespace Nuake Source = newSource; ProgramId = newProgramId; + + return true; } // Bind the shader