> On May 28, 2017, at 10:33 PM, Ryan Joseph <r...@thealchemistguild.com> wrote: > > projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1, > 10.0); > modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) * > TMat4.CreateRotateX(54);
I found out the problem. I was expecting the multiply to work like with GLM where you could do: translation * rotation but with the operator overloads I need to do protation * translation. Anthony’s multiply matrix 4 operators did this in the order I expected and how I figured it out. Not sure why and it’s probably not safe to swap the parameters because it would likely break other parts of the unit. Regards, Ryan Joseph _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal