Timeline for How to compute matrix transform local/world on OpenGL
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Nov 30, 2014 at 17:36 | comment | added | WalbertiEvaristo | I already did. What I want is to replace the function translate by variables, eg object->m_LocalPosition Vecto3 = (0, 1, 0) instead object->translate (Vector3 (0, 1, 0), true) | |
| Nov 30, 2014 at 15:55 | comment | added | user867308 | then you can use glPushMatrix and glPopMatrix (youtube.com/watch?v=WYD6zDiI_3A) ... but nowadays you should be uisng shaders | |
| Nov 30, 2014 at 14:55 | comment | added | WalbertiEvaristo | Thanks, but I need to do this without using shaders. | |
| Nov 30, 2014 at 13:25 | history | answered | user867308 | CC BY-SA 3.0 |