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Questions tagged [glm]

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

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I've setup cglm from a wrap configured with Meson, and have copied one of the samples from https://github.com/floooh/sokol-samples/tree/master (cube-sapp, to be exact). I've tried to replace sokol's ...
Denzel's user avatar
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I started working on a small raytracer project, and i decided to reuse my already existing openGL renderer to do this, i'm using GLM to manage transforms/positions. However, i stumbled upon a very ...
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im try to integrate currently bullet into my game framework. But when i try to set the rotation for an rigidbody with more the 1 axis i recive the current result It looks that the rotation is ...
Andy's user avatar
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When I use glm::perspectiveFov(90.0f,512.0f,512.0f,1.0f,256.0f) I receive a working perspective projection with 90° in both x and y, as seen below (camera is in ...
Raildex's user avatar
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I am trying to have ray tracing with a mesh using NanoRT and I want to be able to allow for a model transform on top of my view and projection transforms. I have successfully transformed my ray from ...
Felipe Gutierrez's user avatar
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I want to create an orbit camera with zooming, panning, and rotation. I used the following examples to create cameras: https://stackoverflow.com/questions/54400422/how-to-implement-altmmb-camera-...
Wusiki Jeronii's user avatar
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I have a class that manipulates a model matrix in opengl: ...
Aziz Hakberdiev's user avatar
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Using the definition of quaternion rotation given here: So the equivalent code in GLM of the above formula would be like this: ...
peter's user avatar
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I'm having a couple of problems while rotating an object every frame with GLM. First problem I'm trying to rotate the object with a small increase using quaternion multiplication. ...
Daniel Marques's user avatar
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I'm attempting a very basic camera with GLM in C++ that has full pitch and yaw rotation. The game I'm planning to make will eschew triangles in favor of flat scaled/rotated sprites to represent ...
Dunyctor's user avatar
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I understand to extract clip planes from the perspective matrix one can follow the methodology laid out by Gribb-Hartman as documented here: http://www.cs.otago.ac.nz/postgrads/alexis/planeExtraction....
Humility Dev's user avatar
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I'd like to know if it's possible to calculate a child's world translation, rotation and scale individually. I'm used to seeing devs resorting to matrix multiplication and then decomposition, like so: ...
Daniel Marques's user avatar
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I just want to draw a simple triangle using GL_LINES primitive with orthographic projection matrix. This is my vertices... ...
Enthalpy127's user avatar
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I am implementing cascade shadow mapping algorithm and currently stuck with matrix transformations - my AABBs, when projected in light space are pointing in the direction opposite to the light: I was ...
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I'm attempting to parent a bullethole decal to a dynamic object. I've figured out how to set the correct position for the bullethole object so that it shows at the correct position of the dynamic ...
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Heyho :) I'm trying to convert world coordinates to screen coordinates. I have available: fov, screen width, screen height, camera position, camera angle and obviously the position of the object in ...
itsame's user avatar
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I'm writing a camera which needs to change a quaternion to Euler angles than change them back, it only works when the yaw is less than 90 degrees, I wrote a example to check: ...
ravenisadesk's user avatar
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I am writing a game using GLFW, GLEW, GLM and Bullet3 in C++. Its a Maze with holes. I am doing the floor with rectangles (wich is 2 GL_TRIANGLES). I want to make some woles (circles), to the ball ...
David Pires's user avatar
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I'm currently implementing Skinning using Assimp as my asset importer. I've relied heavily on the following tutorial in order to skin meshes (http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html)...
Sammi3's user avatar
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I am trying to convert the orientation of an OpenVR controller that I have stored as a glm::vec3 of Euler angles into a ...
Vittorio Romeo's user avatar
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I am making a game in opengl and am trying to get a camera to follow an airplane. How can I get the camera to match the roll, pitch, and yaw of the plane? I am using glm as my math library. Thanks!
That_one_guy's user avatar
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I am trying to implement SAT collision detection between 2 OBBs, however, I am getting a lot of false positives, can anyone help me figure out what I am doing wrong, thank you in advance. This is my ...
Shubham Sachdeva's user avatar
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I have a vec3 to represent my object's orientation/rotation but the glm::rotate method expects a quaternion. If I just convert ...
Thomas Linssen's user avatar
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I have been working on a component based engine with nested game objects each with there own transformation's. Each game object calculates its position in the world based on its parents world ...
0xen's user avatar
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I am trying to write the depth value in a G-buffer pass and then read it later to determine the world-space location of a fragment. I have this shader which renders my G-buffer pass ...
Geklmintendon't of Awesome's user avatar