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Found 205 results

  1. I implemented rotation model for earth. It orbits around me instead it rotates on its center. Some tutorial explains ordering for model is: rotation * translation. I am figuring out but can't find solution yet. It did not work with code because it orbits around me (surface always face me around) instead of rotating its center. prm.dmProj = glm::perspective(cam->getFOV(), double(gl.getWidth()) / double(gl.getHeight()), DIST_NEAR, DIST_FAR); prm.dmView = glm::transpose(glm::toMat4(prm.crot)); // prm.obj.orot = glm::toMat4(body.getRotation(prm.now)); prm.obj.orot = glm::rotate(mat4d_t(1.0), glm::radians(90.0), vec3d_t(0.0, 1.0, 0.0)); prm.dmWorld = prm.dmView * glm::translate(glm::transpose(prm.obj.orot), prm.obj.cpos); prm.mvp = mat4f_t(prm.dmProj * prm.dmWorld); I tried to split dmWorld into dmView and dmModel but it still results the same but earth looks smaller. prm.dmProj = glm::perspective(cam->getFOV(), double(gl.getWidth()) / double(gl.getHeight()), DIST_NEAR, DIST_FAR); prm.dmView = glm::transpose(glm::toMat4(prm.crot)); // prm.obj.orot = glm::toMat4(body.getRotation(prm.now)); prm.obj.orot = glm::rotate(mat4d_t(1.0), glm::radians(90.0), vec3d_t(0.0, 1.0, 0.0)); prm.dmModel = glm::translate(glm::transpose(prm.obj.orot), prm.obj.cpos); prm.mvp = mat4f_t(prm.dmProj * prm.dmView * prm.dmModel); When I tried to rotate full 360 degrees (on Y axis) several times for flat spinning test but... Everything gradually became flat line when rotates away from earth. More spinning = more distorted like flat line effect. After more several times, it became completely horizontal flat line. I tried to rotate on its X axis and it became vertical flat line against earth on right side. I tried barrel roll several times and everything became vertical flat circle (line) on my side of me. Does anyone know any similar problem? // Free travel mode // Update current position and orientation (local reference frame) // Applying angular velocity to rotation quaternion in local space. // // dq/dt = q * w * t/2 // w = (0, x, y, z) // lqrot += lqrot * wv * (dt / 2.0f); lpos -= lqrot * tv * dt; That is my controls from keyboard for angular and travel velocity where prm.crot = lqrot and prm.cpos = lpos, wv = angular velocity and tv = travel velocity (6 DoF controls)
  2. I am having a problem loading DXT5 textures. Everything works fine, unless I use a texture which has a height greater than the width and I enable mipmaps (i.e GL_LINEAR_MIPMAP_LINEAR) The textures are created using Compressonator and the code to load the textures is here: https://github.com/paroj/nv_dds/blob/master/nv_dds.cpp
  3. Hello! I am trying to find efficient map-write-discard implementation in OpenGL, but with no luck so far. Following suggestions on this page, I tried both buffer orphaning with glBufferData(NULL) as well as glMapBufferRange(GL_MAP_INVALIDATE_BUFFER_BIT), both with depressing performance (approximately 40x slower than similar implementation in Direct3D). The method should ideally be suitable for OpenGL4.2 / GLES3.0 API, so glBufferStorage is not desirable, though initializing the buffer with glBufferStorage(GL_DYNAMIC_STORAGE_BIT|GL_MAP_WRITE_BIT) makes no difference. As an experiment I also tried mapping with GL_MAP_UNSYNCHRONIZED_BIT flag with no difference either. Various usage hints (I use GL_DYNAMIC_DRAW) also have zero effect as well. In my benchmark I render 32K objects with individual draw calls and map/unmap constant buffer before every call. On my 970GTX, this benchmark runs at ~4 ms/frame in D3D11 mode and 140 ms/frame in OpenGL. Here is what my map/unmap functions look like: void BufferGLImpl :: Map(MAP_TYPE MapType, Uint32 MapFlags, PVoid &pMappedData) { m_uiMapTarget = ( MapType == MAP_READ ) ? GL_COPY_READ_BUFFER : GL_COPY_WRITE_BUFFER; glBindBuffer(m_uiMapTarget, m_GlBuffer); GLbitfield Access = 0; switch(MapType) { case MAP_READ: Access |= GL_MAP_READ_BIT; break; case MAP_WRITE: Access |= GL_MAP_WRITE_BIT; if (MapFlags & MAP_FLAG_DISCARD) { if (m_bUseMapWriteDiscardBugWA) { glBufferData(m_uiMapTarget, m_Desc.uiSizeInBytes, nullptr, m_GLUsageHint); Access |= GL_MAP_WRITE_BIT; } else { Access |= GL_MAP_INVALIDATE_BUFFER_BIT; } } if (MapFlags & MAP_FLAG_DO_NOT_SYNCHRONIZE) { Access |= GL_MAP_UNSYNCHRONIZED_BIT; } break; case MAP_READ_WRITE: Access |= GL_MAP_WRITE_BIT | GL_MAP_READ_BIT; break; } pMappedData = glMapBufferRange(m_uiMapTarget, 0, m_Desc.uiSizeInBytes, Access); glBindBuffer(m_uiMapTarget, 0); } void BufferGLImpl::Unmap() { glBindBuffer(m_uiMapTarget, m_GlBuffer); glUnmapBuffer(m_uiMapTarget); glBindBuffer(m_uiMapTarget, 0); m_uiMapTarget = 0; } Am I doing something obviously wrong here? Is there a clear way to tell OpenGL that I want to discard all previous contents of the buffer?
  4. I'm new to graphics and I'm struggling to get the SOIL2 library included. When I run the 'make' command on Mac for use by Xcode I get the following error: Linking soil2-static-lib ar: no archive members specified ... make[1]: *** [../../lib/macosx/libsoil2-debug.a] Error 1 make: *** [soil2-static-lib] Error 2 I'm unsure how to fix this and have been going around in circles for ages! Any help would be appreciated
  5. I am working on my new routines for rendering star (or particle) points (varying size and brightness) for starry sky. It did not work so well because it did not display stars except legacy glVertex calls (or glDrawArrays without GLSL programs). With my GLSL programs, it displayed nothing. I did enabled GL_PROGRAM_POINT_SIZE before glDrawArrays calls. That's why I am developing orbital flight simulator myself for space travels like Orbiter or MS Space Simulator and interstellar travels like Star Trek. Here are my GLSL programs. That should render square points as expected (very simple at this time). It happened nothing. Does anyone have any solution for GLSL 4.x codes for OpenGL core profile 4.x? I googled for particle/star rendering demos and found some sources. But they are using old OpenGL legacy calls or old GLSL codes that may not work with modern OpenGL core 4.x. I found only one source (Gaiasky) that uses newer version core 330 but GLSL codes looks more complex. #version 420 layout (location = 0) in vec3 vPosition; layout (location = 1) in vec4 vColor; layout (location = 2) in float vSize; uniform mat4 mvp; out vec4 starColor; void main() { gl_Position = mvp * vec4(vPosition, 1.0); gl_PointSize = vSize; starColor = vColor; } #version 420 in vec4 starColor; out vec4 fragColor; void main() { fragColor = starColor; }
  6. I'm trying to calculate normals of my grid surface. The map is 29952px x 19968px and each cell is 128px x 128px. So I have 36895 vertices. My flat map array is sent to shaders with the following structure: float vertices[368950] = { // x y z znoise xTex yTex xNorm yNorm zNorm Type 16384,16256,-16256, 0, 0.54, 0.45, 0, 0, 1, 1, 16256,16384,-16384, 0, 0.54, 0.45, 0, 0, 1, 1, ...... } I calculate the zNoise with a function float noise(float x, float y){}; And it works (I add it to y and z in the vertex shader). Method 1 If i calculate normals using finite-difference method i obtain a nice result. Pseudo-Code: vec3 off = vec3(1.0, 1.0, 0.0); float hL = noise(P.xy - off.xz); float hR = noise(P.xy + off.xz); float hD = noise(P.xy - off.zy); float hU = noise(P.xy + off.zy); N.x = hL - hR; N.y = hD - hU; N.z = 2.0; N = normalize(N); But, in the case I need to edit the map manually, for example in a Editor context, where you set the zNoise with a tool to create mountains as you want, this method won't help. I get this nice result (seen from minimap) (Normals are quite dark purposely) Method 2 | | | --6----1----+- |\ |\ | Y | \ | \ | ^ | \ | \ | | | \| \| | --5----+----2-- +-----> X |\ |\ | | \ | \ | | \ | \ | | \| \| --+----4----3-- | | | So i'm trying to calculate the normal using the adjacent triangles, but the result is very different (it seems that there's a bug somewhere): Code: std::array<glm::vec3, 6> getAdjacentVertices(glm::vec2 pos) { std::array<glm::vec3, 6> output; output = { // getVertex is a function that returns a glm::vec3 // with values x, y+znoise, z+znoise getVertex(pos.x, pos.y + 128), // up getVertex(pos.x + 128, pos.y), // right getVertex(pos.x + 128, pos.y - 128), // down-right getVertex(pos.x, pos.y - 128), // down getVertex(pos.x - 128, pos.y), // left getVertex(pos.x - 128, pos.y + 128), // up-left }; return output; } And the last function: glm::vec3 mapgen::updatedNormals(glm::vec2 pos) { bool notBorderLineX = pos.x > 128 && pos.x < 29952 - 128; bool notBorderLineY = pos.y > 128 && pos.y < 19968 - 128; if (notBorderLineX && notBorderLineY) { glm::vec3 a = getVertex(pos.x, pos.y); std::array<glm::vec3, 6> adjVertices = getAdjacentVertices(pos); glm::vec3 sum(0.f); for (int i = 0; i < 6; i++) { int j; (i == 0) ? j = 5 : j = i - 1; glm::vec3 side1 = adjVertices[i] - a; glm::vec3 side2 = adjVertices[j] - a; sum += glm::cross(side1, side2); } return glm::normalize(sum); } else { return glm::vec3(0.3333f); } } I get this bad result (seen from minimap) unfortunately Note: The buildings are in different positions but the surface has the same seed using the two methods. Could anyone help? 🙂 Thanks in advance.
  7. Hello, if I want to load an OBJ model, it does not look like it should. I have created a template that should render a cube, but the result does not look like a cube. Since my project is very extensive I uploaded it to GitHub where everyone can read through the source code the important files are platform/opengl/OpenGLRenderer.cpp and src/renderer/ObjModel.cpp Repo: GitHub.com/Cortablo/Cortablo-Engine I hope you can help me.greetingCortablo
  8. I am working on planet terrain rendering with OpenGL 4.x shader programming. When I move closer to ground, ground is becoming more earthquake. Does anyone know any solution with 'earthquake effect' elimination when closer to ground for landing, etc? I use unit per cubic kilometer for terrain mapping.
  9. Hello. I attached the picture below to describe my problem. I am using OpenGL to do an animation about rolling 3D coordinate OXYZ from A to B to C. Input: coordinate of cube: (0,0,0), (1,0,0) , (2,0,0), the cube rolling along its edge so the coordinate of cube center will rotate along the curve as the dash line. Problem: I created a function call DrawCoordSystem to draw Oxyz of the cube center. I could do rolling from 1st position to 2nd position; HOWEVER, at the 2nd rolling, when I call the DrawCoordSystem it will create oxyz within the same orientation (at the wrong way in the image) I do not know how to save the orientation of oxyz after the 1st rolling. Please help me to comments on the solution. Thanks a lot
  10. Does anyone recommend any good books on renderer architecture? One of the hardest things I face when writing renderers is making it not look like a big procedure. I have shadows, SSAO, PBR and I have tons of shaders and my renderer loop is huge. I'm hardcoding all the inputs and outputs. I never needed a scene graph or ECS because I'm working on simple and small games, but I wonder how one would organize the renderer in larger projects? Or even making the renderer more abstract so I can stop copying/pasting and tweaking stuff for every new game I make.
  11. Hello Folks, I'm writing a plugin for a simulator called 'X-Plane 11'. My plugin essentially calls on a DLL (Which I've written) that makes OpenGL calls to draw graphics onto the active draw target (it does no OpenGL initialization). I want this external DLL to represent the logic behind a computer screen, but not be directly coupled with the OpenGL context that it is being drawn to. In this current instance for example, I am drawing it to the screen in X-Plane, however, I may at some point want to draw it to the screen of a different game engine, or perhaps even just a windows program. The way I am trying to achieve this: Generate a frame buffer and texture Initialize texture and add it to the framebuffer On the drawcall... Bind to the frame buffer Call the dll's draw method Un-bind the frame buffer Bind to the host applications framebuffer Bind to the associated texture Draw a quad in the corner of the screen with appropriate texture coordinates Un-bind the texture I have the problem though that the output is always just a black square...(See attached image) The code goes a little like this (Only showing the relevant bits): #include <Windows.h> #include <string> #include "PluginHeader.h" #include <GL\glew.h> #include <gl\GL.h> #include <gl\GLU.h> #include "MFDSim.h" HINSTANCE g_MfdSimLibHandle = 0; XPLMWindowID g_MfdWindowID = 0; GLuint g_FrameBufferID = 0; GLuint g_fbTex = 0; GLuint g_rbo = 0; unsigned int g_MfdScreenWidth = 0; unsigned int g_MfdScreenHeight = 0; ///////////////////////////////////////////////////// // Standard plugin functions ------------------------ PLUGIN_API int XPluginStart( char* outName, char* outSig, char* outDesc) { strcpy(outName,"MFD Sim"); strcpy(outSig, "mfd"); strcpy(outDesc, "); int retVal = TRUE; glewInit(); HINSTANCE g_MfdSimLibHandle = LoadLibrary("./Resources/plugins/MFD_Sim_Plugin/win_x64/MFDSim.dll"); if (g_MfdSimLibHandle != nullptr) { try { MFD::mfdInit("./Resources/plugins/MFD_Sim_Plugin/config/layout.xml"); MFD::mfdGetWidthHeight(g_MfdScreenWidth, g_MfdScreenHeight); } catch (const std::exception& ex) { retVal = FALSE; } } else { retVal = FALSE; } return retVal; } PLUGIN_API void XPluginStop() { FreeLibrary(g_MfdSimLibHandle); } PLUGIN_API int XPluginEnable() { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); XPLMRegisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); // Generate OPENGL stuff we need glGenFramebuffers(1, &g_FrameBufferID); glBindFramebuffer(GL_FRAMEBUFFER, g_FrameBufferID); glGenTextures(1, &g_fbTex); glBindTexture(GL_TEXTURE_2D, g_fbTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, g_MfdScreenWidth, g_MfdScreenHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_fbTex, 0); glGenRenderbuffers(1, &g_rbo); glBindRenderbuffer(GL_RENDERBUFFER, g_rbo); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, g_MfdScreenWidth, g_MfdScreenHeight); glBindRenderbuffer(GL_RENDERBUFFER, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, g_rbo); glBindFramebuffer(GL_READ_FRAMEBUFFER, currentReadFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentDrawFB); return TRUE; } PLUGIN_API void XPluginDisable() { XPLMUnregisterDrawCallback(OnDrawCall, xplm_Phase_LastCockpit, TRUE, nullptr); glDeleteFramebuffers(1, &g_FrameBufferID); glDeleteTextures(1, &g_fbTex); } PLUGIN_API void XPluginReceiveMessage( XPLMPluginID inFrom, int inMsg, void* inParam) { } // Boilerplate DLL stuff BOOL WINAPI DLLMain( _In_ HINSTANCE hInstance, _In_ DWORD fdwReason, _In_ LPVOID lpvReserved) { return TRUE; } ///////////////////////////////////////////////////// // MFD functions ----------------------------------- void HandleWindowKeyEvent(XPLMWindowID inWindowID, char inKey, XPLMKeyFlags inFlags, char inVirtualKey, void * inRefcon, int losingFocus) { if (inWindowID == g_MfdWindowID) { } } int OnDrawCall(XPLMDrawingPhase inPhase, int inIsBefore, void * refCon) { // We need to revert back to the appropriate frame buffer after we're done GLint currentReadFB = 0; GLint currentDrawFB = 0; glGetIntegerv(GL_READ_FRAMEBUFFER, &currentReadFB); glGetIntegerv(GL_DRAW_FRAMEBUFFER, &currentDrawFB); // Bind to our own frame buffer and draw our MFD glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_FrameBufferID); glBindFramebuffer(GL_READ_FRAMEBUFFER, g_FrameBufferID); glBindTexture(GL_TEXTURE_2D, g_fbTex); glClear(GL_COLOR_BUFFER_BIT); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glEnable(GL_TEXTURE_2D); if (!MFD::mfdDraw(1.0f)) { // TODO: Handle failure to draw } glBegin(GL_LINES); glColor4f(1.0f, 0.1f, 0.1f, 1.0f); glVertex2f(0.0f, 0.0f); glVertex2f(100.0f, 100.0f); glEnd(); glBindFramebuffer(GL_READ_FRAMEBUFFER, currentReadFB); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, currentDrawFB); glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glVertex2f(0, 0); glTexCoord2f(0.0f, 0.0f); glVertex2f(0, g_MfdScreenHeight); glTexCoord2f(0.0f, 1.0f); glVertex2f(g_MfdScreenWidth, g_MfdScreenHeight); glTexCoord2f(1.0f, 1.0f); glVertex2f(g_MfdScreenWidth, 0); glTexCoord2f(1.0f, 0.0f); glEnd(); glBindTexture(GL_TEXTURE_2D, 0); return 0; }
  12. I'm using OpenGL 4.3 to use Compute Shaders. I'm running into trouble. Can anyone spot the problem? #version 430 layout(local_size_x = 1, local_size_y = 1) in; layout(rgba32f, binding = 0) uniform image2D img_output; // see: http://antongerdelan.net/opengl/compute.html void main() { vec4 pixel = vec4(0.0, 0.5, 0.0, 1.0); ivec2 dims = imageSize(img_output); // fetch image dimensions ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy); float x = float(pixel_coords.x)/float(dims.x); float y = float(pixel_coords.y)/float(dims.y); pixel.r = x; pixel.g = y; pixel.b = 0; pixel.a = 1; imageStore(img_output, pixel_coords, pixel); } out.tga
  13. Q1: Does such a need arise at all? Or should the reflectance model be used globally for the entire scene? Q2: If it is necessary to implement in the shader switching between reflectance models (OrenNayar, Lambert etc), how to do it better? Create a separate shader for each reflectance model? Or use something like // fragment shader uniform float reflectanceModel; ... switch (reflectanceModel) { case 0.0: diffuse = lambert(...); break; case 1.0: diffuse = orenNayar(...); break; case 2.0: ... break; } I will be grateful for your advice
  14. How do draw thousands of points each with their own individual brightness for a 2D visualisation? I use OpenTK in C#.
  15. Hello! There is a shader that draws geometry. And I need to add switches between (for example) normal mapping, texture mapping, and so on... How best to implement this? Add if conditions or create separate shaders for each case? Or is it better to combine?
  16. What are the DirectX/MonoGame equivalent calls to glGenTextures(), glBindTexture(), glTexImage2D, and glTexParameteri()? Thanks!
  17. I am quite new to OpenGL (C++) and I want to learn how I can make water. I am wondering if there are any tutorials that are simple to understand. The water doesn't need to be HD or a AAA game quality just something simple. Please link a tutorial that I can read/watch on.
  18. I'm trying to use OpenGL 4. I am using glGenBuffers, glBindBuffer, glBufferData, glEnableVertexAttribArray and glVertexAttribPointer to pass data to the vertex shader. Is this the right way to do things in OpenGL 4? When I run the shader code through the glslangValidator reference compiler, it gives me these warnings: pixel.frag vertex.vert WARNING: 0:3: attribute deprecated in version 130; may be removed in future release WARNING: 0:4: varying deprecated in version 130; may be removed in future release pixel.frag WARNING: 0:3: varying deprecated in version 130; may be removed in future release
  19. I'm implementing skinning following gltf 2.0 spec. I'm loading the RiggedFigure example from gltf sample set, and although I was able to animate the bones correctly, I'm getting these weird and not symmetric artifacts (look at the right shoulder and left arm). Seems to me like the joint matrices aren’t calculated properly because of the way I’m applying the to-parent transforms – I can use some help - more info below. https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/RiggedFigure/glTF-Embedded If someone wants to refer to the explanation in gltf cheat sheet – please provide the formulas to derive the matrices (e.g. globalTransform). https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/figures/gltfO