GLSL 330矩阵计算错误{无编译错误}

时间:2013-01-03 17:49:23

标签: c++ math opengl matrix glsl

编辑: 好吧,现在明白了:D 问题:完全忘了glm使用colum-major矩阵。只需要将GL_TRUE改为GL_FALSE,一切都没问题。


我尝试用我的ProjectionMatrix计算我的ModelMatrix。像这样:

#version 330

layout(location = 0) in vec4 position;
layout(location = 1) in vec4 color;


uniform mat4 projectionMatrix;   //This are the Matrixes from my cpp-app
uniform mat4 modelMatrix;        //With a debugger that can show all active uniforms i checked their values: They're right!

uniform mat4 testUni;            //Here I checked if its working when I precompute the model and perspective matrices in my source: works
mat4 viewMatrix = mat4(1.0f);

noperspective out vec4 vertColor;


mat4 MVP = projectionMatrix * modelMatrix ; //Should actually have the same value like testUni

void main() 
{


gl_Position = testUni * position ;    //Well... :) Works
gl_Position = MVP * position ;    //Well... :) Doesn't work [Just the perspective Transforn]


vertColor = position;
}

1 个答案:

答案 0 :(得分:1)

移动声明

mat4 MVP = projectionMatrix * modelMatrix ; //Should actually have the same value like testUni

进入main()。着色器执行从main开始。如果要避免逐顶点计算,请在外部预先计算矩阵并将其作为统一值提供。