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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