As you can see 33 (or 22 in glm) is 1f / (zNearPlane - zFarPlane); and not 2f / (zNearPlane - zFarPlane). Is there any reason to this, since its causing a rendering issue porting from monogame to glm.
Since I'm terrible at math and have basically no idea what I'm doing when it comes to matrices this can probably be closed to user error.
It seems that if I use Ortho without zNear and zFar I get the same results as if I pass in zNear = 0 and zFar = -1 to xna.
For whatever reason, even though Xna.Matrix has an overload for (row1, row2, row3, row4) it requires me to pass in Column0-4 of glm to convert to the correct Xna Matrix.
I'm getting a different ortho result from MonoGame than GlmSharp, this is the code from MonoGame's Matrix
As you can see 33 (or 22 in glm) is
1f / (zNearPlane - zFarPlane);
and not2f / (zNearPlane - zFarPlane)
. Is there any reason to this, since its causing a rendering issue porting from monogame to glm.glm
and for reference looking at glm (cpp)
EDIT: Realized I copied the wrong monogame code