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原标题:glm rotate usage in Opengl

我是这样说的,我要轮流担任90度的反锁,这样点末在西面! 我正在使用开放式3+。

我迄今为止在《意见书》中曾指出:

//PROJECTION
    glm::mat4 Projection = glm::perspective(45.0f, 1.0f, 0.1f, 100.0f);

    //VIEW
    glm::mat4 View = glm::mat4(1.);
    View = glm::translate(View, glm::vec3(2.0f,4.0f, -25.0f));

    //MODEL
    glm::mat4 Model = glm::mat4(1.0);
    //Scale by factor 0.5
    Model = glm::scale(glm::mat4(1.0f),glm::vec3(0.5f));

    glm::mat4 MVP = Projection * View * Model;
    glUniformMatrix4fv(glGetUniformLocation(shaderprogram_spaceship, "MVP_matrix"), 1, GL_FALSE, glm::value_ptr(MVP));

    glClearColor(0.0, 0.0, 0.0, 1.0);

    glDrawArrays(GL_LINE_STRIP, start_cone, end_cone );

并非所有法典都显示。

有些人可以通过轮换来指导我? 我确实必须用“轮值”功能来增加观点矩阵。

问题回答

我注意到,如果你没有正确指明角,即使使用<代码>glm:rotate(Model, angle_in_degrees, glm:vec3(x, y,z),你仍然可能遇到问题。 这里发现的固定编号为glm:rotate(Model, (glm:mediump_float)90, glm:vec3(x, y,z),而不是仅仅说glm:rotate(Model, 90, glm:vec3(x, y,z)

Or just write the second argument, the angle in radians (previously in degrees), as a float with no cast needed such as in:

glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), 3.14f, glm::vec3(1.0));

You can add glm::radians() if you want to keep using degrees. And add the includes:

#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"




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