GLM: rotation matrix initialisation
问题 The basic aim of my code is just to rotate a few points around the z-axis. However, after trying to initialise a rotation matrix using glm::rotate(m4, a, v3) and trying to check its components, a quick printf outputs some 1 800 000 000.0000000... for each element. I believe this is not the correct functionality.~ Note: I am not asking about the maths behind spatial transformations. They are clear to me. Code in essence: int main(int argc, char **argv){ InitGL(); // openGL, GLFW..