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Questions tagged [glm]

GLM is a C++ math library based on the GLSL language.

1 vote
0 answers
48 views

I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...
Denzel's user avatar
  • 11
0 votes
2 answers
96 views

Finished this great tutorial on skeletal animation: https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation All works as expected, no issues! Here is what matrixes I use to achieve skeletal ...
Avi's user avatar
  • 188
1 vote
0 answers
72 views

I started working on a small raytracer project, and i decided to reuse my already existing openGL renderer to do this, i'm using GLM to manage transforms/positions. However, i stumbled upon a very ...
Bellaedris's user avatar
0 votes
1 answer
350 views

I've run into a curious issue when implementing ray picking in my game engine. It seems the Z coordinate of the Projected matrix has to be ever so slightly more than ...
Josh McCord's user avatar
0 votes
0 answers
98 views

im try to integrate currently bullet into my game framework. But when i try to set the rotation for an rigidbody with more the 1 axis i recive the current result It looks that the rotation is ...
Andy's user avatar
  • 13
0 votes
1 answer
146 views

Light increases its intensity as it come closer the origin model. Vertex Shader: ...
BrutaL _'s user avatar
0 votes
1 answer
1k views

When I use glm::perspectiveFov(90.0f,512.0f,512.0f,1.0f,256.0f) I receive a working perspective projection with 90° in both x and y, as seen below (camera is in ...
Raildex's user avatar
  • 812
0 votes
1 answer
322 views

I'm trying to implement screen space to world space in my engine to allow object selection in editor. I understand that the process should essentially be the reverse of projection. So to go from world ...
ZachMakesGames's user avatar
0 votes
1 answer
145 views

I am trying to have ray tracing with a mesh using NanoRT and I want to be able to allow for a model transform on top of my view and projection transforms. I have successfully transformed my ray from ...
Felipe Gutierrez's user avatar
0 votes
1 answer
259 views

I used the euler->mat4->quat to give the right result, but euler->quat gives the wrong result - is there something I did wrong? ...
Zero Skyline's user avatar
1 vote
1 answer
835 views

I want to create an orbit camera with zooming, panning, and rotation. I used the following examples to create cameras: https://stackoverflow.com/questions/54400422/how-to-implement-altmmb-camera-...
Wusiki Jeronii's user avatar
1 vote
1 answer
1k views

When working with rotations expressed as angles, it makes sense to be able do to something like void GameLoop::update(){ pawn.rotation.x += 0.01; } And slowly ...
TaylorE's user avatar
  • 369
0 votes
0 answers
62 views

I have a class that manipulates a model matrix in opengl: ...
Aziz Hakberdiev's user avatar
2 votes
1 answer
1k views

I have spent three weeks struggling with the quaternion camera! Now I have two Implementations. One has some kind of gimbal lock issue or something like that. Another one is totally anti-human ( I ...
potter john's user avatar
1 vote
1 answer
1k views

Using the definition of quaternion rotation given here: So the equivalent code in GLM of the above formula would be like this: ...
peter's user avatar
  • 21

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