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- Incorrect order of matrix values in glm?
- glm::mat4 projection(1.0);
- projection = glm::ortho( 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 500.0f);
- 0.00313 0.00000 0.00000 0.00000
- 0.00000 -0.00417 0.00000 0.00000
- 0.00000 0.00000 -0.00200 0.00000
- -1.00000 1.00000 -1.00000 1.00000
- 0.00313 0.00000 0.00000 -1.00000
- 0.00000 -0.00417 0.00000 1.00000
- 0.00000 0.00000 -0.00200 -1.00000
- 0.00000 0.00000 0.00000 1.00000
- template <typename valType>
- inline detail::tmat4x4<valType> ortho(
- valType const & left,
- valType const & right,
- valType const & bottom,
- valType const & top,
- valType const & zNear,
- valType const & zFar)
- {
- detail::tmat4x4<valType> Result(1);
- Result[0][0] = valType(2) / (right - left);
- Result[1][1] = valType(2) / (top - bottom);
- Result[2][2] = - valType(2) / (zFar - zNear);
- Result[3][0] = - (right + left) / (right - left);
- Result[3][1] = - (top + bottom) / (top - bottom);
- Result[3][2] = - (zFar + zNear) / (zFar - zNear);
- return Result;
- }
- Result[0][3] = - (right + left) / (right - left);
- Result[1][3] = - (top + bottom) / (top - bottom);
- Result[2][3] = - (zFar + zNear) / (zFar - zNear);
- uniform mat4 uni_MVP;
- in vec2 in_Position;
- void main(void)
- {
- gl_Position = uni_MVP * vec4(in_Position.xy,0.0, 1.0);
- }
- 0 4 8 12
- 1 5 9 13
- 2 6 10 14
- 3 7 11 15
- 0 1 2 3
- 4 5 6 7
- 8 9 10 11
- 12 13 14 15
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