@roelkok wrote:
In a vertex shader OF passes the
modelViewProjectionMatrix
uniform by default which typically is used forgl_Position = modelViewProjectionMatrix * position;
. I expected to get this same matrix fromofCamera::getModelViewProjectionMatrix()
.
However the following doesn't give the result I expect.ofApp.cpp
myShader.setUniformMatrix4f("mvp", myCamera.getModelViewProjectionMatrix());
myShader.vert
gl_Position = mvp * position;
How do I get the mvp matrix of a camera that's passed by default to
modelViewProjectionMatrix
but when that camera is not active?
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