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4
votes
4answers
3k 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 ...
3
votes
1answer
115 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 ...
3
votes
2answers
3k views

Camera rotation - First Person Camera using GLM

I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got ...
2
votes
1answer
49 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 - ...
2
votes
1answer
48 views

Rotating and Translating a Node in Horde3D with Matrices and Quaternions

I have been trying to learn how to use the Horde3D rendering engine for the past couple of days, and so far I have managed to learn a decent amount and integrate Bullet Physics with it as well. My ...
1
vote
2answers
240 views

Matrix Rotation with three Angles

I want to rotate a form with three given angles fo each of the three axis. But the GLM rotation function takes only one angle and a vector as arguments. How can I convert between both formats?
1
vote
1answer
325 views

Android ndk-build can't find glm headers

I am trying to port some boilerplate code of mine to work on android, using the android ndk & NativeActivity So far I have just one file that defines the glue between android and my code and it ...
1
vote
1answer
356 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. ...
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 ...
1
vote
1answer
42 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.
1
vote
0answers
77 views

Box2D, OpenGL, resolution and matrix setup

Okay, my internal units are going to be meters, ranging between 0.1 and 10 meters for size. First of all, my mind is all wrapped up in a knot trying to understand how to handle my game with multiple ...
0
votes
1answer
909 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
82 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 ...
0
votes
2answers
75 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 ...
0
votes
1answer
58 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
0answers
84 views

GLM Math: error: invalid cast from type 'const glm::detail::tvec3<float>' to type 'float'|

I'm casting a glm type to an normal array using glm::value_ptr() as follows glm::vec4 position; glm::mat3 orient; ... glm::mat4 transformMatrix=glm::translate( glm::mat4(orient) , ...
0
votes
1answer
298 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
votes
1answer
46 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 ...
-1
votes
0answers
133 views

Loading .obj file with my own parser; textures aren't mapped correctly

I have written a simple .obj parser for my OpenGL game engine that reads vertices, uv's and normals; but when I get to drawing the model in the texture isn't mapped correctly. I have tried uv.y = ...
-2
votes
1answer
66 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 ...
-3
votes
0answers
44 views

How to multiply mouse coordinates by view matrix?

I'm working on mouse coordinates to convert them from window to openGL. I'm multiplying the mouse vector with x,y coordinates by the glm::lookAt matrix to rotate mouse vector. I start with 90deg. and ...