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/ )

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