Questions tagged [glm]
GLM is a C++ math library based on the GLSL language.
154 questions
1 vote
0 answers
47 views
CGLM Not Rendering with Sokol [closed]
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 ...
1 vote
0 answers
72 views
Cannot transform vectors from viewport to world
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 ...
0 votes
0 answers
97 views
Bullet physics incorrect rotation with more than one axis
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 ...
0 votes
1 answer
1k views
glm::frustum vs glm::perspectiveFov
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 ...
0 votes
1 answer
145 views
Transforming a ray to NDC coordinates
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 ...
1 vote
1 answer
834 views
Implementing a Maya-like orbit camera in Vulkan/OpenGL
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-...
0 votes
0 answers
61 views
How to calculate angles after subsequent rotations?
I have a class that manipulates a model matrix in opengl: ...
1 vote
1 answer
1k views
How is the GLM '*' operator on quaternion and vec3 defined?
Using the definition of quaternion rotation given here: So the equivalent code in GLM of the above formula would be like this: ...