Ogre-Next 2.3.3 Daedalus and 2.2.7 Cerberus released.Unlock the Potential of AI and Immersive Web Applications with WebGPU. AMD Software: Adrenalin Edition 23.11.1.NVIDIA Vulkan 1.3.269 developer driver 537.80.OpenGL Extensions Viewer 6.4.4 released.AMD Reduces Driver Support for Polaris and Vega GPUs.TuxClocker: GPU monitoring and tweaking utility for Linux.If you wish to quick test mat4 fields, I prepared a little GLSL Hacker demo you can find in the code sample pack (host_api/GLSL_Misc/mat4_transform/demo.xml). In the third line, we set m14 to an out of range memory location. For example this code does not generate errors nor warnings (at least with my GTX 660 on Windows) but does not work at all: Remark: manipulating mat4 fields can be dangerous. M = m13 // second entry of the fourth column. M = m12 // first entry of the fourth column. M = m09 // second entry of the third column. M = m08 // first entry of the third column. M = m05 // second entry of the second column. M = m04 // first entry of the second column. M = m01 // second entry of the first column. M = m00 // first entry of the first column. Here is now a GLSL code snippet that build a 4×4 transformation matrix from a 3D position and the three Euler’s angles:įloat m00 = cosY * cosZ + sinX * sinY * sinZ įloat m01 = cosY * sinZ - sinX * sinY * cosZ įloat m08 = sinX * cosY * sinZ - sinY * cosZ įloat m09 = -sinY * sinZ - sinX * cosY * cosZ The position is stored in the three first entries of the fourth and last column. The orientation is stored in the upper 3×3 matrix, or in terms of a mat4, in the three first entries of the three first columns. In the case of an object transformation matrix, the 4×4 matrix usually contains the orientation and the position of the object. The first entry of the first column is now:Īnd the second entry of the third column is: While the second entry of the third column is: In C, the first entry of the first column is: The second column is 4, 5, 6, 7 and so on. The first column is made up of entries 0, 1, 2 and 3. Let’s see how to map the C matrix to the GLSL one and vice-versa. In C, an OpenGL 4×4 matrix is a 16-float array: Here is a short article about manipulating GLSL mat4 fields.
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