Closed JJ-Borbhunter closed 1 year ago
I fixed it. I just had to typecast my integers before dividing.
glm::mat4 generate_multimatrix() {
glm::mat4 Projection = glm::perspective(glm::radians(45.0f), float(SCREEN_WIDTH)/float(SCREEN_HEIGHT), 0.1f, 100.0f);
// Or, for an ortho camera :
//glm::mat4 Projection = glm::ortho(-10.0f,10.0f,-10.0f,10.0f,0.0f,100.0f); // In world coordinates
// Camera matrix
glm::mat4 View = glm::lookAt(
glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0,-1,0 to look upside-down)
);
// Model matrix : an identity matrix (model will be at the origin)
glm::mat4 Model = glm::mat4(1.0f);
printf("Completed generate_multimatrix\n");
// Our ModelViewProjection : multiplication of our 3 matrices
return Projection * View * Model; // Remember, matrix multiplication is the other way around
}
I'm afraid my results for tutorial 4 are providing a box, but not a very cubic box:
I'm using the same matrix transformations as the tutorial, except with my screen width and hight instead of 4 and 3. Using 4 and 3 doesn't make a difference however.