> On May 28, 2017, at 10:33 PM, Ryan Joseph <[email protected]> wrote:
>
> projTransform := TMatrix4x4.CreatePerspective(60.0, 500 / 500, 0.1,
> 10.0);
> modelTransform := TMatrix4x4.CreateTranslation(0, 0, -3.0) *
> TMat4.CreateRotateX(54);
I found out the problem. I was expecting the multiply to work like with GLM
where you could do:
translation * rotation
but with the operator overloads I need to do protation * translation. Anthony’s
multiply matrix 4 operators did this in the order I expected and how I figured
it out. Not sure why and it’s probably not safe to swap the parameters because
it would likely break other parts of the unit.
Regards,
Ryan Joseph
_______________________________________________
fpc-pascal maillist - [email protected]
http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal