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..
CreateShaders(); // vertShader: "mat4 trans"-uniform
GenerateTextures();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
uniTrans = glGetUniformLocation(shaderProgram, "trans");
glm::mat4 trans;
while(!glfwWindowShouldClose(window)){
glClear(GL_COLOR_BUFFER_BIT);
trans = glm::rotate(trans, glm::radians(180.0f), glm::vec3(0.0f, 0.0f, 1.0f));
glUniformMatrix4fv(uniTrans, 1, GL_FALSE, glm::value_ptr(trans));
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glfwSwapBuffers(window);
glfwPollEvents();
}
CleanUp();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}
Program works as intended when the rotation matrix isn't being used. The matrix values were checked with printf("%f", m[0][0]) and so on. Any idea as to where to even start with this? No errors or even warnings are thrown.
回答1:
Self-answer:
The matrices have to be initialised:
glm::mat4 trans(1.0f);
results to an identity matrix.
来源:https://stackoverflow.com/questions/46476551/glm-rotation-matrix-initialisation