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Diego Gomez

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  1. I think that if you want to do that, you need to render two triangles of the size of the screen, otherwise you can use the glClear color to do that. I also recommend you to take a look to this http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html Pay special attention to the rasterizing part, that would help you to understand better how it works
  2. Diego Gomez

    Matrices - translation and rotation

    Hi, I would suggest you to have a look to this link, it includes a pretty good explanation about the math behind it http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/ What really helped me to understand this was to think in a triangle with three points, and apply these matrices to each of them. For instance if you apply the scaling matrix you will see that the result is the same triangle with different scale. I would read this article as well, having a better understanding of the homogeneous space is really helpful https://www.tomdalling.com/blog/modern-opengl/explaining-homogenous-coordinates-and-projective-geometry/ Hope this helps
  3. Can you try with the following flags? aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_PreTransformVertices | aiProcess_GenNormals | aiProcess_CalcTangentSpace | aiProcess_SortByPType
  4. I think the problem might be aiProcess_FlipUVs did you try to remove that? please refer to the following link for more info http://assimp.sourceforge.net/lib_html/data.html You'll probably want to consider this flag if you use Direct3D for rendering. The aiProcess_ConvertToLeftHanded flag supersedes this setting and bundles all conversions typically required for D3D-based applications. Since you are using OpenGL, this might generate an issue. hope this helps
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