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How do I rotate around the instance itself instead of the rotating the entire shader? You can see what I mean by rotating the entire shader in the images below: Here is the main.c: ...
cvolpe's user avatar
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0 answers
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In my small DirectX12 engine, I've already implemented parent-child relationship between game objects. But there was a problem with the transformation of objects. I have written two functions to get ...
John Stoner's user avatar
1 vote
1 answer
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I am following along https://vulkan-tutorial.com/ and just finished the chapter on Uniform Buffers. I tried to change the projection matrix to see the outcome, however, when I change the zFar value in ...
Vulkan_Learner's user avatar
1 vote
1 answer
313 views

I'm writing a ray tracer but having trouble converting rays and normals between world space and object space. I am creating a Ray, then transforming it with transformation matrices, calculating ...
Cedric's user avatar
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2 votes
0 answers
195 views

I would like to construct a projection matrix for reverse perspective. I'm using OpenGL and tried to modify concepts from this excelent tutorial. I came up with: $$ \begin{bmatrix} 2\frac{(near-M)}{...
Peter's user avatar
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5 votes
1 answer
583 views

I have three quaternions A, B, C. I also have a 3D vector P which describes the barycentric coordinate to interpolate. I want to interpolate the three quaternions with respect to the barycentric ...
Thomas's user avatar
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1 answer
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Here is a youtube video showing my problem: youtube.com/watch?v=y8J7VhS2pkM I think I'm either doing the texture lookup on the reflection texture wrong, or the reflection or view matrix is somehow ...
Martin Gerhardy's user avatar
-1 votes
2 answers
883 views

Please help me out with this thing and currently i am a little more than a beginner so please tell me in that context. i don't need any obsolete methods for creating this like using GLUT or GLEW.can ...
bhagya731's user avatar
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0 answers
967 views

I've read multiple tutorials, but I still can't understand how do I properly rotate an object in 3D space on all 3 axis at once. For example, I'd like to give the object a pitch of 60 degrees, yaw of ...
John's user avatar
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-1 votes
1 answer
3k views

I have been trying to implement GLM (math library) into Visual Studio with OpenGL. I have followed and watched many online resources that point me to include only the GLM folder inside the ...
adam8cw's user avatar
1 vote
0 answers
1k views

How do we rotate the camera around x axis 360 degrees, without having to flip the axis, meaning without having the strange flip after we go over +-90 degrees on <...
Test's user avatar
  • 31
1 vote
1 answer
277 views

This is what I'm doing: vertex shader: ...
Charlie's user avatar
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1 vote
1 answer
609 views

On page 89 of David Wolff - OpenGL 4.0 Shading Language Cookbook book, it suggests a way to set up up a Phong shader in the fragment stage. It lists some different matrices to pass via uniform, and I ...
Charlie's user avatar
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2 votes
0 answers
191 views

Having taken a basic CG course, I remember that transformations are relative, so rotating the camera is identical to rotating the view in the opposite direction. Right now I want to implement camera ...
iksemyonov's user avatar
4 votes
1 answer
9k views

I'm new to computer graphics. I played around with OpenGL and now am trying out Vulkan. Basically what I want to do, in 2D is have an 800x800 window, and I want that to represent 800 meters by 800 ...
mikeglaz's user avatar
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