cglm | 📽 Highly Optimized Graphics Math for C
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kandi X-RAY | cglm Summary
Highly Optimized Graphics Math (glm) for C
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QUESTION
I'm trying to render a model of a hand in a 3D space based on the positions given by
the XrHandJointLocationEXT
array from the XR_EXT_hand_tracking extension.
I am using both GTLF hand models from Valve, which have the correct amount of bones
to match the joints defined by the OpenXR specification in the XrHandJointEXT enum.
I do my rendering as follows :
Every frame I update each joint independently by multiplying its current transform
with the inverse bind matrice retrieved from the GLTF model. The XrPosef
is relative to the center of the 3D space. I am using cglm to handle all the matrice calculations.
ANSWER
Answered 2021-Nov-12 at 19:06Finally found the answer to my problem: the joint order from the GTLF model doesn't match the order XrHandJointEXT, leading to the right transform being applied to the wrong joint.
In my case, my model defined the Wrist
node as being the first one and the Palm
as the last one, where OpenXR defines XR_HAND_JOINT_PALM_EXT
as the first joint, and XR_HAND_JOINT_WRIST_EXT
as the second one.
Here's the code for the update function
QUESTION
I got a project hierarchy that looks like this:
...ANSWER
Answered 2021-Apr-03 at 19:15The best way to do this is using VPATH.
For example:
QUESTION
I'm trying to get a spinning 3D cube but I can't get it to render. There's no error, but it's just a black screen. Also, there's no checking whether the Fragment shader is working but I can assure you it is I just don't have it included here.
Here's what my code looks like:
...ANSWER
Answered 2021-Feb-18 at 06:34You have to initialize the matrices with the Identity matrix:
QUESTION
So I am trying to render a character in OpenGL using freetype2. If I replace the variable vertex_location
in my code with 0
I can see some kind of pixelated thing being rendered but it seems wrong because every time I restart the application the pixelated thing is different... So I am guessing it's just some random bytes or something.
Note: I am using GLEW, freetype2, glfw3, cglm
Anyways, here is my code:
...ANSWER
Answered 2020-May-02 at 23:22thevertex
is a vertex attribute.
QUESTION
I want to rotate my triangle around his own axis, but It´s rotating around the camera. I have to code from a tutorial, the only differenc is, that I´m using C instead of C++. So I have to use the "cglm"-lib instead of the "glm"-lib. (I´m also using glut and glad)
globally defined:
...ANSWER
Answered 2020-Jan-02 at 22:49The order of the matrix multiplications is wrong.
It has to be:
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