attribute vec3 Vertex;
void main(void)
{
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex, 1.0);
}
is that what I need to do? Or do I need to do this in the main app instead?
Posted 23 July 2012 - 09:32 PM
attribute vec3 Vertex;
void main(void)
{
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * vec4(Vertex, 1.0);
}
Posted 23 July 2012 - 09:45 PM
Posted 24 July 2012 - 03:55 AM
Alienizer said:
Posted 24 July 2012 - 04:19 AM
Posted 24 July 2012 - 10:45 AM
Alienizer said:
Alienizer said:
Posted 24 July 2012 - 11:54 AM
Posted 24 July 2012 - 10:46 PM
Posted 28 July 2012 - 03:50 AM
Wold = Translation * Rotation * Scale with... [ 1 0 0 x ] [ 0 1 0 y ] [ 0 0 1 z ] T = [ 0 0 0 1 ] [ r r r 0 ] [ r r r 0 ] [ r r r 0 ] R = [ 0 0 0 1 ] [ sx 0 0 0 ] [ 0 sy 0 0 ] [ 0 0 sz 0 ] S = [ 0 0 0 1 ]
Posted 28 July 2012 - 11:19 AM
Posted 28 July 2012 - 02:17 PM
Posted 29 July 2012 - 01:58 PM
Alienizer said:
Posted 29 July 2012 - 03:51 PM
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