Is glm::ortho() actually wrong?

It doesn’t appear that it should be broken from the source code (v 0.9.3.4) template <typename valType> GLM_FUNC_QUALIFIER detail::tmat4x4<valType> ortho ( valType const & left, valType const & right, valType const & bottom, valType const & top, valType const & zNear, valType const & zFar ) { detail::tmat4x4<valType> Result(1); Result[0][0] = valType(2) / (right – … Read more

glm::perspective explanation

It creates a projection matrix, i.e. the matrix that describes the set of linear equations that transforms vectors from eye space into clip space. Matrices really are not black magic. In the case of OpenGL they happen to be a 4-by-4 arrangement of numbers: X_x Y_x Z_x T_x X_y Y_y Z_y T_y X_z Y_z Z_z … Read more

Understanding glm::lookAt()

The up vector is basically a vector defining your world’s “upwards” direction. In almost all normal cases, this will be the vector (0, 1, 0) i.e. towards positive Y. eye is the position of the camera’s viewpoint, and center is where you are looking at (a position). If you want to use a direction vector … Read more

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