I have a question about OpenGL projection, views and model matrix. Easily manipulate matrix content in DirectX 9 and then implement it using SetTransform
.
I looked at MSDN OpenGL Glodod Matrix F
, but it only changes the existing matrix which I can change with glMatrixMode
.
This function provides an argument with 3 options: GL_MODELVIEW
, GL_PROJECTION
and GL_TEXTURE
. But this problem is how can I modify the matrix?
In DirectX 9 I can use SetTransform
and one of these: D3DTS_WORLD
(macro), D3DTS_VIEW
and D3DTS_PROJECTION
and set the matrix for them.
GL_MODELVIEW
matrix is exactly his name; See a combination of models and matrix. Usually, you first apply your visual changes, then for each model, you push a matrix, apply model conversion, drag the model, pop the matrix.
If you use shaders, however, (and without the compatibility profile in OpenGL 3.1+), you want you to use uniforms to move the matrix to the shaders , Split the model and see the matrix if you want.
Comments
Post a Comment