On Thursday, 3 September 2020 at 12:36:35 UTC, Thomas wrote:
-
import std.stdio;
int main()
{
import gfm.math.matrix;
const int width = 800;
const int height = 600;
auto projectionMatrix = mat4!(float).identity();
Note that instead of `mat4!(float)` you c
On Thursday, 3 September 2020 at 13:31:01 UTC, Mike Parker wrote:
On Thursday, 3 September 2020 at 12:36:35 UTC, Thomas wrote:
My example code:
-
import std.stdio;
int main()
{
import gfm.math.matrix;
const int width = 800;
const int height = 600;
auto p
On Thursday, 3 September 2020 at 12:36:35 UTC, Thomas wrote:
My example code:
-
import std.stdio;
int main()
{
import gfm.math.matrix;
const int width = 800;
const int height = 600;
auto projectionMatrix = mat4!(float).identity();
auto ratio = cast(fl
On 9/3/20 3:36 PM, Thomas wrote:
Hi!
I am following some examples in C++ about how OpenGL is working. There
are great tutorials out there and most of it works also with D.
For my code I am using gfm.math.matrix (Version 8.0.3) to be able to
calculate the mouse position in a 3d world.
Now I ha
Hi!
I am following some examples in C++ about how OpenGL is working.
There are great tutorials out there and most of it works also
with D.
For my code I am using gfm.math.matrix (Version 8.0.3) to be able
to calculate the mouse position in a 3d world.
Now I have some problems with the projecti