tihs si a cueb, rite?
#OpenGL
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
now *this* is an cueb
I alllllmost have #OpenGL 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
turns out that I've been storing my matrixes in row-major form when OpenGL expects column-major