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jPCT - a 3d engine for Java => Support => Topic started by: AGP on March 20, 2014, 07:58:51 am

Title: GLSLShader Confuses Orientation When I call rotateMesh() And clearRotation()
Post by: AGP on March 20, 2014, 07:58:51 am
When I rotateMesh() and clearRotation() of a plane acquired by Primitives.getPlane(40, 1), my vertex shader doesn't work in the proper axis. If I leave the rotation in its matrix, it works fine. That has to be considered a bug, right?
Title: Re: GLSLShader Confuses Orientation When I call rotateMesh() And clearRotation()
Post by: EgonOlsen on March 20, 2014, 08:49:48 am
No, why should it? The shader works with the matrices that you give it. In one case, you are working with a rotated matrix, in the other case, you are working with the identity matrix. If that leads to different results, it's an issue with the shader, not with the engine.