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David DiPaola @ddipaola

tihs si a cueb, rite? :thaenkin:

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turns out that I've been storing my matrixes in row-major form when OpenGL expects column-major

never noticed it because when I modified working example code to print out its transformation matrices, I was using glm's abstractions. only once I casted the glm matrix into a float*, then iterated on that, it became clear

I alllllmost have texture mapping figured out. U-V coordinates were actually much easier than I thought.

further proof that taking breaks can do wonders for stubborn problems

but texture mapping will make a lot more sense when I convert my demos to use tetrahedrons rather than cubes