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A single module, header only C++ framework for learning OpenGL

Makefile 0.02% C 2.87% HTML 67.19% CSS 0.22% JavaScript 0.37% C++ 29.14% CMake 0.06% Lua 0.01% Python 0.03% Batchfile 0.01% GLSL 0.07% C# 0.01% Objective-C 0.01%

octet's Issues

Translating after rotating gives wrong orientation to objects.

The following code draws the axis twice - the second time after rotating 30 degrees on the Y axis, and then translating along the (local) X axis.

mat4t mat;
mat.loadIdentity();
app_scene->add_shape(mat, new mesh_box(vec3(5.0f, 0.1f, 0.1f)), red, false);
app_scene->add_shape(mat, new mesh_box(vec3(0.1f, 5.0f, 0.1f)), green, false);
app_scene->add_shape(mat, new mesh_box(vec3(0.1f, 0.1f, 5.0f)), blue, false);

mat.rotateY(30);
mat.translate(1, 0, 0);
app_scene->add_shape(mat, new mesh_box(vec3(2.0f, 0.1f, 0.1f)), red, false);
app_scene->add_shape(mat, new mesh_box(vec3(0.1f, 2.0f, 0.1f)), green, false);
app_scene->add_shape(mat, new mesh_box(vec3(0.1f, 0.1f, 2.0f)), blue, false);

It looks like this:
wrong

When it should look like this:
right

The position of the object is correct, but its orientation is as if the rotation had been in the opposite direction.

bug in mesh::calc_aabb

Hi Andy,
Just spotted a bug in mesh::calc_aabb,
vmax = max(pos, vmin);
should be:
vmax = max(pos, vmax);
Cheers!
Daniel

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