glm-math

glm rotate usage in Opengl

限于喜欢 提交于 2019-11-28 18:25:58
I am rendering a cone, and I would like to rotate it, 90 degrees anti-clockwise, so that the pointy end faces west! I am using OpenGL 3+. Here is my code in my Cone.cpp so far: //PROJECTION glm::mat4 Projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f); //VIEW glm::mat4 View = glm::mat4(1.); View = glm::translate(View, glm::vec3(2.0f,4.0f, -25.0f)); //MODEL glm::mat4 Model = glm::mat4(1.0); //Scale by factor 0.5 Model = glm::scale(glm::mat4(1.0f),glm::vec3(0.5f)); glm::mat4 MVP = Projection * View * Model; glUniformMatrix4fv(glGetUniformLocation(shaderprogram_spaceship, "MVP_matrix"), 1,

Understanding glm::lookAt()

五迷三道 提交于 2019-11-28 16:58:21
I am following a tutorial to learn OpenGL in which they used glm::lookAt() function to build a view but I cannot understand the working of glm::lookAt() and apparently, there is no detailed documentation of GLM. Can anyone help me understand the parameters and working of glm::lookAt() please? GLM documentation says: detail::tmat4x4<T> glm::gtc::matrix_transform::lookAt ( detail::tvec3< T > const & eye, detail::tvec3< T > const & center, detail::tvec3< T > const & up ) My current understanding is that camera is located at eye and is faced towards center . (And I don't know what the up is) Preet

how to rotate all objects by their own centers and then translate them to the real position (it isn't working)

孤者浪人 提交于 2019-11-28 13:03:16
What is the way to make all the objects that are not aligned with the origin center (vector3(0.0f,0.0f,0.0f)) , rotate about its own central axis? the problem in pseudo code: vector3 vector3 objectCenter = (10,5,0); // current object center vector3 vector3 objectPosition = (40,5,0); // Place to translate the object vector3 objectRotation; = 45.0f; matrix.loadIdentity (); matrix.translate (objectCenter); //apply transformations matrix.rotateX (objectRotation); matrix.translate (-objectCenter); //itś work correctly until here //when i try to translate the object to the real position, the

How to convert Euler Angles to Front, Up, Right vectors

半腔热情 提交于 2019-11-27 19:03:11
问题 I need a function that given Yaw, Pitch, and Roll, can produce the Front (or Looking At), Right, and Up vectors in "world coordinates". In my particular world space, starting from the origin (0,0,0), X is positive to the left, Z is positive going away from the viewer/origin, and Y is positive going up. For for example, given... (angles in degrees) yaw=0, pitch=0, roll=0, the expected output is: front = (0.0,0.0,1.0) right = (-1.0,0.0,0.0) up = (0.0,1.0,0.0) yaw=90, pitch=0, roll=0, the

Why is the sprite not rendering in OpenGL?

喜夏-厌秋 提交于 2019-11-27 16:18:54
I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!) Here is the source code, by the way(without debugging, to make it short):- main.cpp // Including all required headers here... #include <iostream> #define GLEW_STATIC #include <GL/glew.h> #include <GLFW/glfw3.h> #include "SOIL2/SOIL2.h" #include <glm/glm.hpp> #include <glm

Understanding glm::lookAt()

拜拜、爱过 提交于 2019-11-27 10:01:40
问题 I am following a tutorial to learn OpenGL in which they used glm::lookAt() function to build a view but I cannot understand the working of glm::lookAt() and apparently, there is no detailed documentation of GLM. Can anyone help me understand the parameters and working of glm::lookAt() please? GLM documentation says: detail::tmat4x4<T> glm::gtc::matrix_transform::lookAt ( detail::tvec3< T > const & eye, detail::tvec3< T > const & center, detail::tvec3< T > const & up ) My current understanding

Rotate and translate object in local and global orientation using glm

微笑、不失礼 提交于 2019-11-27 08:59:25
i am trying to implement functions, where i can rotate/ translate an object in local or global orientation, like in 3D modeling software, using glm. Something like this: void Rotate(float x, float y, float z, bool localOrientation); but I dont know how to get it working. Local rotation rotation should just be something like this(?): m_Orientation *= glm::rotate(x, glm::vec3(1,0,0); m_Orientation *= glm::rotate(y, glm::vec3(0,1,0); m_Orientation *= glm::rotate(z, glm::vec3(0,0,1); // (m_Orientation is glm::mat4) But how to combine this with local orientation? Actually i need to rotate the

how to rotate all objects by their own centers and then translate them to the real position (it isn't working)

我的梦境 提交于 2019-11-27 07:32:44
问题 What is the way to make all the objects that are not aligned with the origin center (vector3(0.0f,0.0f,0.0f)) , rotate about its own central axis? the problem in pseudo code: vector3 vector3 objectCenter = (10,5,0); // current object center vector3 vector3 objectPosition = (40,5,0); // Place to translate the object vector3 objectRotation; = 45.0f; matrix.loadIdentity (); matrix.translate (objectCenter); //apply transformations matrix.rotateX (objectRotation); matrix.translate (-objectCenter);

Formal parameter with __declspec(align('16')) won't be aligned

ぃ、小莉子 提交于 2019-11-27 03:50:45
问题 I am trying to make function for setting shader uniforms, but when I try to compile it I get this error : Error 2 error C2719: 'value': formal parameter with __declspec(align('16')) won't be aligned Here is code of function: void Shader::setUniform(std::string name, const glm::mat4 value){ GLint uniform = glGetUniformLocation(m_program, name.c_str()); glUniformMatrix4fv(uniform, 1, GL_FALSE, (GLfloat*)&value); } I am using Visual studio 2013. 回答1: From Microsoft's documentation on that error:

Why is the sprite not rendering in OpenGL?

自闭症网瘾萝莉.ら 提交于 2019-11-26 18:34:53
问题 I am trying to render a 2D(Screen coordinated) sprite in OpenGL. Yet, when I compile it, it does not show up. I see that the code is fine (There are not even any shader compilation errors nor any other errors). I also have also the matrices set up(which I doubt is causing the problem, and that's where starts the CONFUSION!!) Here is the source code, by the way(without debugging, to make it short):- main.cpp // Including all required headers here... #include <iostream> #define GLEW_STATIC