GLM is a C++ math library based on the GLSL language.

learn more… | top users | synonyms

1
vote
1answer
57 views

Quaternion based camera pitch freaking out, and Z-axis drift

This is the code I use to control my (first person) camera's movement and rotation. Translation successfully keeps orientation in mind, so that up and left and such are always in the expected ...
1
vote
1answer
58 views

Failed to understand how to use glm::unProject (OpenGL 4.3)

Situation: I use OpenGL 4.3, FreeGLUT 3.0, and GLM library. Let say i have a simple 2D object (a ball) and it moves accordingly to the simple equations: x = x_0 + v_0 * t * cosf(alpha); y = y_0 + ...
0
votes
1answer
211 views

Directional lights (not) rotating with camera (opposite problem)

I am trying to implement a shader for directional lights correctly, but I am bit confused as to why it works when it shouldn't and vice versa. People usually encounter problem with lights changing ...
3
votes
0answers
57 views

I get weird perspective using GLM where the depth is flipped. Please help

The depth is rendered wrong and I can't figure out why. using namespace std; using namespace glm; int width = 640; int height = 480; float aspect = (float)width/height; int fps = 60; void start(){ ...
2
votes
0answers
47 views

Formula for model matrix with mouse coordinates

I'm trying to create a simple OpenGL app where I can drag objects with the mouse. The code below is based on a raycasting algorithm covered here. I'm using the diff between the current mouse coord ...
1
vote
0answers
29 views

Limit/Clamp camera movement using quaternions

I'm making a camera object for rendering with OpenGL. However, instead of using the typical "LookAt" method I'm trying to use just a Quaternion for orientation and a Vector3 for position. Instead of ...
1
vote
0answers
48 views

Quaternion camera in 3D space with Pitch and Yaw

I am having trouble implementing a quaternion camera that can fly freely in 3D space with only Pitch and Yaw rotations. It works fine except when you look up or down and then try to look left or ...
1
vote
0answers
118 views

Transformed Vertices have wrong Z Axis

For quite some time I've been working on my open 3D game engine, to learn how this stuff works. You can see the full codebase relating to my problem here on GitHub. I'm using an OpenGL 3.3 Core ...
1
vote
0answers
157 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 ...
1
vote
0answers
117 views

Determining axis to rotate around

I'm trying to implement a free-look third person camera (using glm). I know that the general transformation is newCameraPosition = translate(lookatPoint) * rotation(angle,axis) * translate(-...
0
votes
0answers
52 views

How to get correct quaternion value from real world to screen?

I'm writing an application (not a game per se, but close enough) where we use attitude sensors (an IMU) in the real world to affect the orientation of an object in the application's 3D space (OpenGL). ...
0
votes
0answers
585 views

OpenGL - Arcball camera rotation

I'm implementing arcball camera rotation, whereby a camera is looking at a coordinate and rotates around it in the x-axis or the y-axis such that the camera is circulating around it; the y-axis will ...
0
votes
0answers
156 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 + ...
0
votes
0answers
323 views

GLM Rotating Combining Multiple Quaternions?

I have a camera which I want to control with my mouse. I want the mouse to control the pitch and yaw of the camera but not the roll. To avoid loss of significance, I am storing the quaternions for ...