Guest User

Untitled

a guest
Jun 30th, 2012
31
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.42 KB | None | 0 0
  1. Incorrect order of matrix values in glm?
  2. glm::mat4 projection(1.0);
  3. projection = glm::ortho( 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 500.0f);
  4.  
  5. 0.00313 0.00000 0.00000 0.00000
  6. 0.00000 -0.00417 0.00000 0.00000
  7. 0.00000 0.00000 -0.00200 0.00000
  8. -1.00000 1.00000 -1.00000 1.00000
  9.  
  10. 0.00313 0.00000 0.00000 -1.00000
  11. 0.00000 -0.00417 0.00000 1.00000
  12. 0.00000 0.00000 -0.00200 -1.00000
  13. 0.00000 0.00000 0.00000 1.00000
  14.  
  15. template <typename valType>
  16. inline detail::tmat4x4<valType> ortho(
  17. valType const & left,
  18. valType const & right,
  19. valType const & bottom,
  20. valType const & top,
  21. valType const & zNear,
  22. valType const & zFar)
  23. {
  24. detail::tmat4x4<valType> Result(1);
  25. Result[0][0] = valType(2) / (right - left);
  26. Result[1][1] = valType(2) / (top - bottom);
  27. Result[2][2] = - valType(2) / (zFar - zNear);
  28. Result[3][0] = - (right + left) / (right - left);
  29. Result[3][1] = - (top + bottom) / (top - bottom);
  30. Result[3][2] = - (zFar + zNear) / (zFar - zNear);
  31. return Result;
  32. }
  33.  
  34. Result[0][3] = - (right + left) / (right - left);
  35. Result[1][3] = - (top + bottom) / (top - bottom);
  36. Result[2][3] = - (zFar + zNear) / (zFar - zNear);
  37.  
  38. uniform mat4 uni_MVP;
  39.  
  40. in vec2 in_Position;
  41.  
  42. void main(void)
  43. {
  44. gl_Position = uni_MVP * vec4(in_Position.xy,0.0, 1.0);
  45. }
  46.  
  47. 0 4 8 12
  48. 1 5 9 13
  49. 2 6 10 14
  50. 3 7 11 15
  51.  
  52. 0 1 2 3
  53. 4 5 6 7
  54. 8 9 10 11
  55. 12 13 14 15
Advertisement
Add Comment
Please, Sign In to add comment