3
votes
2answers
99 views

GLM/OpenGL: How Can I Prevent Vector Magnitude From Increasing While Rotating Bones in Skeletal Rig?

ANSWER AT THE BOTTOM OF THIS QUESTION I have been reading tutorials, articles, questions on StackExchange and books all with the subject of skeletal rigging. I have boiled my program down to just the ...
1
vote
0answers
62 views

OpenGL/GLM Camera

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...
2
votes
1answer
155 views

OpenGL - have object follow mouse

I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with ...
0
votes
1answer
91 views

Making particles accelerate toward a mouse point

I'm currently working on a particle simulation program that makes pixels move towards a mouse point continually accelerating, but i'm running into some math issues. Currently my particle will ...
0
votes
0answers
46 views

Bounding box center after transformation - want degree values for GUI

Similar to my previous question, I have a bounding box that I have transformed and scaled. Now, I want to get its center by doing this operation and store this value. bbCenter = glm::vec3(bbMin_x + ...
1
vote
1answer
179 views

How Extract Frustum Planes from Clip Coordinates?

I'm having some problems with my Frustum Culling and I want to debug it, so I'm trying to render it's planes, to see exatly the Frustum. But I'm using the Clip Coordinates to do the culling (like ...
0
votes
1answer
112 views

Build unity like Transform class [closed]

I am building a Unity-like Transform class. This is my header file: #include "Common.h" struct Transform { public: Transform(); void Translate(float x, float y, float z); ...
2
votes
1answer
555 views

Skeletal animation with Assimp and glm

I'm trying to implement skeletal animation using assimp and glm. Everything seems to work, except for rotations. This is the code I use when packing assimp data into my own engine's format. I THINK ...
0
votes
1answer
461 views

problem using glm::lookAt and glm::perspective

I'm trying to change the code from the 22th tutorial at http://ogldev.atspace.co.uk/, using the GLM library, but the result seems wrong. The problem is shown in the below picture: While it should be: ...
2
votes
1answer
1k views

Combining rotation,scaling around a pivot with translation into a matrix

In short: I need to combine rotation (in the form of a quaternion), scaling around a pivot point along with translation into a transformation matrix. The long: I am trying to implement a proprietary ...
0
votes
0answers
229 views

Space Strategy Ship Movement Math

This is similar to a question I asked a while ago, but I phrased it so terribly so might as well start over. I am trying to implement ship movement in 3D space, but confined to a 2D plane at y=0 (see ...
3
votes
2answers
2k views

Rotating an object when the center in not the origin - opengl

I'm beginning with GLSL and I learning the basic, I am using glm to do the matrix calculations at this point everthing ok,the problem is how I can move the origin to the center of my object, not the ...
1
vote
1answer
80 views

Get the address of a matrix in GLM library

Is there a way to get the address of a matrix from a GLM matrix? I'm using opengl 4 and glm library though I can't seem to find anything, which might help.
2
votes
1answer
168 views

How to rotate camera around some point?

I have screen with dimensions: 800x600. The object that I want to rotate around is located at (400,300, -50) - center of the screen. Orthogonal projection: Near plan - 0.1f, far plane - 1000.0f left - ...
0
votes
2answers
774 views

Texture mapping issue in my Wavefront *.obj parser

I wrote a simple *.obj parser reading read vertices, texcoords and normals. But when I draw a model the texture isn't mapped correctly. I have already tried uv.y = 1.0f - uv.y to get inverted Y axis ...
4
votes
1answer
679 views

Picking 3D with OpenGL ES 2

I'm trying to implement picking in my framework but I don't understand how I can do this. I'm working with: OpenGL ES 2. GLM mathematic library. What I have understand, picking can be made with ...
0
votes
1answer
315 views

gluLookAt strange behavior implementing camera

I'm having a super tough time trying to implement what I thought would be a very straightforward problem. I'm trying to demonstrate a free camera that can move forward/back, strafe left/right, fly ...
-1
votes
1answer
160 views

Transformations are not correct using GLM and OpenGL

The aim of my program is to render a simple colored triangle in rotation. The rotations are correct if all Z values of my vertices are equals to 0.0f. If one of these values are different of 0.0f the ...
-2
votes
1answer
219 views

Incorrect rotations using openGL GLM and shaders [closed]

The goal of my program is to display a simple colored triangle rotating on the Y axis without any translation. I'm using the GLM library. The problem is that the transformations of my triangle are not ...
2
votes
1answer
2k views

How to implement a basic arcball camera in OpenGL with GLM

I only just started learning OpenGL and even things like vector maths etc a couple of days ago, so I am having a bit of trouble figuring out exactly what to do to implement an arcball camera system. ...
0
votes
1answer
190 views

Box2D OpenGL debug renderer convert box2d coordinates to world space

I made an OpenGL 3.x renderer for Box2D's debug draw (b2Draw base class). Unfortunately I've tried for a while now to convert the box2D units, which are meters to my internal units which are pixels. I ...
0
votes
2answers
337 views

Translate camera position toward camera orientation

I have a camera position (Vec3) and camera horizontal/vertical angle. Now I want to translate my camera position toward the current camera orientation - what is the best way to do that? I am sure it's ...
1
vote
1answer
2k views

matrix 4x4 position data

I understand that a 4x4 matrix holds rotation and position data. The rotation data is held in the 3x3 sub-matrix at the top left of the matrix. The position data is held in the last column of the ...
0
votes
1answer
366 views

vector rotations for branches of a 3d tree

I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating ...
1
vote
2answers
2k views

GLM: Quaternion SLERP Interpolation

I wish to interpolate two quaternion values. As I still can not get working results, can I kindly ask you to verify my function calls? The code below supports GLM (OpenGL Mathemathics) library, so ...
4
votes
4answers
5k views

GLM: Euler Angles to Quaternion

I hope you know GL Mathematics (GLM) because I've got a problem, I can not break: I have a set of Eular Angles and I need to perform smooth interpolation between them. The best way is converting them ...