issue porting C++/glm/openGL to D/gl3n/openGL
Johan Engelen via Digitalmars-d-learn
digitalmars-d-learn at puremagic.com
Sun Jan 10 02:35:34 PST 2016
On Sunday, 10 January 2016 at 02:51:57 UTC, WhatMeWorry wrote:
>
> I thought just swapping the order would fix things:
>
> transform = transform.rotate(0.78539, vec3(0.0f, 0.0f, 1.0f));
> transform = transform.translation(vec3(0.5f, -0.5f, 0.0f));
>
> but now the square is moved to the lower right corner but no
> rotation happened?
(Disclaimer: I know absolutely nothing about gl3n.)
Note that you wrote "translatION", instead of "translatE".
Reading the documentation, "translation" does not apply but
instead it sets the matrix to a certain translation. See the
difference between "rotate" and "rotation" methods. It's pretty
strange that there is no "translate" method...
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