I am using Matrix Duplicate So I can pass it as a uniform. Using both original matrix, the array produces a similar matrix. Edit The printing code is as follows: This glm :: lookAt to get the matrix to change the world I am It works fine, I can generate the matrix, feed it in the shader, and all this works. What I need to do now is an arbitrary vector (i.e. 100,100,100,1) by matrix. For some reason, I get garbage value
glm :: mat4 model = glm :: lookAt (glm :: vec3 (current_pos.x, current_pos.y, current_pos.z) ), Glm :: Vec3 (current_pos.x + dir.x, current_pos.y + dir.y, current_pos.z + dir.z), glm :: vec3 (up.x, up.y, up.z)) ; GLfloat fmodel [16] = {model [0] [0], model [0] [1], model [0] [2], model [0] [3], model [1] [0], model [1] Models [2] [1], models [2] [2], models [2] [1], models [1] [2], models [1] [3], models [2] [0] 2] [1] 3], model [3] [0], model [3] [1], model [3] [2], model [3] [3]}; Principal values of
model :
0,1,2,3,0,1,2,3,0,1,2, 3 , 0,1,2,3 I am computing the point using the
model * vec4 (x, y, z, 1)
for
(unsigned I = 0; i
3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 , Produces the output of 0,0,0 , even if my vectors are
glm :: value_ptr () rewriting large switches of code, it is now working
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