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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