issue porting C++/glm/openGL to D/gl3n/openGL

WhatMeWorry via Digitalmars-d-learn digitalmars-d-learn at puremagic.com
Sat Jan 9 23:04:33 PST 2016


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

Yup. Have that already. Maybe I'll take snapshots of the 
transform matrix of both programs and see how they differ (if 
any).  The vertex shader is identical for both.


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