I've solved the problem other way. I loaded again the program (Vetex Shader+Frag Shader) for each object, and passed the transformations. That way the program is always fresh and clean for each vertex ; )
Meanwhile, you could give some other solutions, are always aprecciated ;)
Thankz for the tips, even brief ones.
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João Martins
Member Since 31 Mar 2012Offline Last Active Apr 04 2012 02:46 PM
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In Topic: Answer some NOOB question xD
01 April 2012  10:49 AM
In Topic: Answer some NOOB question xD
01 April 2012  10:25 AM
That works with stock shaders, not with my vertex shader. The way you're doing (if i'm correct), for each mesh, when you do the draw, you use the same shader, but different instances (your obj class have a draw function, mine doesn´t, I use glDrawElements with the attributes in the sahder). I understand that the transformation WOULD be applied to both (is that why we use stack for the matrix transformation), but the ship should be transported to the exact same position as the sun, but it is transformed somewhat like a vector with the same direction, but like 75% of the distance.
I'll put the OpenGL code:
The commented Matrix for display, our teacher obligates (as she should) to know all the linear algebra parts of graphics.
Thankz for the tips anyway, I'll try the Loadentity, I wasn´t reseting the origin.
I'll put the OpenGL code:
glUseProgram(programId); GLuint loc = glGetUniformLocation(programId, "pMatrix"); glUniformMatrix4fv(loc, 1, GL_FALSE, (GLfloat *)&perspectiveMatrix[0]); loc = glGetUniformLocation(programId, "vMatrix"); glUniformMatrix4fv(loc, 1, GL_FALSE, (GLfloat *)&cameraMatrix[0]); /* !![NEW]!! Get the location of the model matrix in the shader */ loc = glGetUniformLocation(programId, "mMatrixShip"); /* end !![NEW]!! */ glBindVertexArray(vaoObject1); //Spaceship Movement //These rotation are meant to orientate the spaceship to it's original spot. glm::mat4 rotateZ = glm::rotate(glm::mat4(1.0), 180.0f, glm::vec3(0.0f, 0.0f, 1.0f)); glm::mat4 rotateX = glm::rotate(glm::mat4(1.0), 90.0f, glm::vec3(1.0f, 0.0f, 0.0f)); //These are the move transformations. As the keys are being pressed, the Move Struct is being altered, and these matrix are constructed with those arguments glm::mat4 rotateShip = glm::rotate(glm::mat4(1.0), ship.angle, glm::vec3(0.0f, 0.0f, 1.0f)); glm::mat4 moveShip = glm::translate(glm::mat4(1.0), glm::vec3(ship.X,ship.Y,0.0)); //Applying the rotation to the spaceship, so it's oriented as wanted, then apply the movement transformation. glm::mat4 model = moveShip * rotateShip * rotateZ * rotateX ; //Pass the modelTransformations(shipMovemnt) matrix to the shader glUniformMatrix4fv(loc, 1, GL_FALSE, (GLfloat *)&model[0]); glDrawElements(GL_TRIANGLES, spaceShip.IndexArray.size(), GL_UNSIGNED_INT, &(spaceShip.IndexArray[0])); //type of geometry; number of indices; type of indices array, indices pointer glBindVertexArray(0); //Sun Drawing and Transformations glBindVertexArray(vaoObject2); loc = glGetUniformLocation(programId, "mMatrixSun"); /*Matrix for sun Transformations, 'handcrafted' GLfloat sunScale[] = { 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 5.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; GLfloat sunTranslation[] = { 1.0f, 0.0f, 0.0f, 15.0f, 0.0f, 1.0f, 0.0f, 15.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}; */ glm::mat4 sunTranslation = glm::translate(glm::mat4(1.0), glm::vec3(15,15.0,0.0)); glm::mat4 sunScale = glm::scale(glm::mat4(1.0), glm::vec3(5,5,5)); glm::mat4 sunModel = sunTranslation * sunScale; glUniformMatrix4fv(loc, 1, GL_FALSE, (GLfloat *)&sunModel[0]); glDrawElements(GL_TRIANGLES, sun.IndexArray.size(), GL_UNSIGNED_INT, &(sun.IndexArray[0])); glBindVertexArray(0);
The commented Matrix for display, our teacher obligates (as she should) to know all the linear algebra parts of graphics.
Thankz for the tips anyway, I'll try the Loadentity, I wasn´t reseting the origin.
In Topic: Answer some NOOB question xD
01 April 2012  07:36 AM
Does not anyone have an idea on how to solve this? Not a single feedback?
I would really apreeciate.
I would really apreeciate.