iphone - How do you perform OpenGL ES 2.0 shader matrix multiplication? -


I am trying to change the corner with a shader program, but I can not understand the results. I have prepared a projection, a scene (trans), and model (trans) matrix:

First of all, I have done a top manners: View Prose * Position Objective-I have a translation in the program and The launch begins with identification with the matrix and then to look uniformed. I can see the geometry in response to a global translation in perspective.

I would like to separate from the same matrix and work in all the shaders. I try in a project, visual (trans), model (trans) uniform, and shader: Proz view model position. But do not translate well (representation outside?) So I try to simulate just my first transformation, I look at a similar projection, and footage, shader (see proj) to do the same operation Status, but not in the view Project done in C.

I am using the matrix described in column 0-4 as the first column and defined in the structure

Now I do not know what I'm missing, wishing it's simple the answer is. If someone has a clue, thanks.

pd: Can I debug this shadow? (XCode + iphoneos simulator)

If there is any clue, thanks.

In the OpenGL shader the matrix multiplication goes like this:

  gl_Position = launchmate * Model ViewMat * vec4 (inPos, 1.0);  

InPos vec3 is the top position.

If you want more matrix (directX style), then you have to use it

  gl_Position = launchmate * visiblemate * wmma * vec4 (inPos, 1.0);  

Ideally the matrix should be removed from OTGL, and the projection identity should not be transformed. Use Gluortho2d if you need 2d graphics

In addition to this, you can accidentally transfer or forget to move the matrix while loading them uniformly.

However, if you have trouble with the shader, then first write the app which will provide things without the shader, then write the shader and load conversion matrix from OpenGLL, then change it into the custom matrix computation routine ( If you need it).

Based on the OpenGL version, you can have the FTP enabled () GLSL function which makes things even easier.


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