On Monday, 11 January 2016 at 10:04:29 UTC, Luis wrote:
On Sunday, 10 January 2016 at 06:35:34 UTC, rsw0x wrote:
On Sunday, 10 January 2016 at 02:51:57 UTC, WhatMeWorry wrote:
Just translating some simple C++/glm/opengl tutorial code to
D/gl3n/opengl and I'm coming across more friction than I
expected. I've got a square centered at my window which is
rotated by 45 degrees (counter clockwise) and then moved to
the lower right quadrant.
[...]
iirc, gl3n uses row major and glm uses column major ordering
just pass GL_TRUE to the transpose argument in
glUniformMatrix4fv
If you like to check an D lib for vector/matrix/quaterntion
operations that uses column major ordering (ie, not need to
transpose), see this : https://github.com/Zardoz89/zmath
Was just my D2 learning pet project... I never checked if it
was math correct, and I don't updated in a lot of time (5 years
ago), plus there isn't documentation beyond comments and a few
unit-tests, so use at your risk.
But at least I know that was working correctly with Derelict2
when I wrote it.
Perhaps I should retake this...
I just remember why I never retake this ... Use gl3n, row-major
math operations outperforms a lot, if you are doing any matrix
multiplication on CPU side (
http://eli.thegreenplace.net/2015/memory-layout-of-multi-dimensional-arrays/ )