Reputation: 1267
I'm learning the basics of OpenGL and trying to translate a triangle with ortho projection. I don't see what I expect, what am I doing wrong?
My Vertex buffer:
Vertices[0] = Vector3f(-1.0f, -1.0f, 0.0f);
Vertices[1] = Vector3f(1.0f, -1.0f, 0.0f);
Vertices[2] = Vector3f(-1.0f, 1.0f, 0.0f);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertices), Vertices, GL_STATIC_DRAW);
Vertex shader:
#version 330
layout (location = 0) in vec3 Position;
uniform mat4 gMVP;
void main()
{
gl_Position = gMVP * vec4(Position, 1.0);
}
MVP calculation and rendering:
glm::mat4 p = glm::ortho(-2.0f, 2.0f, -2.0f, 2.0f, -2.0f, 2.0f);
glm::mat4 v = glm::lookAt(glm::vec3(0,0,1), glm::vec3(0,0,0), glm::vec3(0,1,0));
glm::mat4 m = glm::translate(glm::mat4(1.0f), glm::vec3(0.5f, 0.0f, 0.0f));
glm::mat4 MVP = p * v * m;
glUniformMatrix4fv(gMVPLocation, 1, GL_TRUE, &MVP[0][0]);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glutSwapBuffers();
the result:
Shouldn't it just move to the right along the X axis?
Upvotes: 2
Views: 102
Reputation: 211258
The 3rd parameter of glUniformMatrix4fv
causes that the matrix will be transposed when it is set to the uniform. OpenGL Mathematics (GLM) constructs the matrices in the same way, as GLSL constructs variables of type mat4
.
The matrix has not to be transposed when it is set to the uniform:
glUniformMatrix4fv(gMVPLocation, 1, GL_TRUE, &MVP[0][0]);
glUniformMatrix4fv(gMVPLocation, 1, GL_FALSE, &MVP[0][0]);
In GLSL the vector has to be multiplied to the matrix from the right. See GLSL Programming/Vector and Matrix Operations
Upvotes: 4