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

Luis via Digitalmars-d-learn digitalmars-d-learn at puremagic.com
Mon Jan 11 02:04:29 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

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...


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