Fixed glm::to_string on quaternions wrong components order #681 Fixed glm::acsch #698 Fixed glm::isnan on CUDA #727 Deprecation: Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler Removed GLM_GTX_simd_vec4 extension Removed GLM_GTX_simd_mat4 extens...
Fixed glm::to_string on quaternions wrong components order #681 Fixed glm::acsch #698 Fixed glm::isnan on CUDA #727 Deprecation: Requires Visual Studio 2013, GCC 4.7, Clang 3.4, Cuda 7, ICC 2013 or a C++11 compiler Removed GLM_GTX_simd_vec4 extension Removed GLM_GTX_simd_mat4 extens...
几何着色器可以在顶点发送到着色器之前随意变换。可以这么理解:顶点着色器是接收属性,一般不做过多处理...
Added to_string for quat and dual_quat in GTX_string_cast #375 Improved overall execution time of unit tests #396 Fixes: Fixed strict alignment warnings #235 #370 Fixed link errors on compilers not supported default function #377 Fixed compilation warnings in vec4 Fixed non-identity quaternions...
glm::dvec3 aveVec3; glm::dmat3 covarMat3; OBBbox::compute3DCovariance(vertexList, aveVec3, covarMat3); std::cout<<"aveVec3:"<< glm::to_string(aveVec3) <<std::endl; std::cout<<"covarMat3:"<< glm::to_string(covarMat3) << std::endl; ...
{// Create objects// Add the objects into the actor map// Once an object is in the SceneGraph, object destruction is responsibility of the SceneGraphusingAntiMatter::AppLog;usingstd::string;usingstd::vector;usingglm::mat4;usingglm::vec3;usingglm::translate;usingglm::rotate;// just calling...
3.0f);glm::vec3vectorB(4.0f,5.0f,6.0f);// 进行向量相加glm::vec3 result=vectorA+vectorB;// 输出结果std::string resultString="Result: ("+std::to_string(result.x)+", "+std::to_string(result.y)+", "+std::to_string(result.z)+")";returnenv->NewStringUTF(resultString.c_str())...
out vec3 color; void main(){ //color = vec3(1,0,0); color = fragmentColor; } )";staticconstfloattri_vertex_array[] = {-.8,.8,0,-.8,-.8,0,.8,-.8,0};intmain(){if(!glfwInitFull()) {printf("Unable To Init\n");return1; ...
因此,顶点和片段着色器永远不会同时附加。附加顶点和片段着色器并调用linkShader一次:
glm::vec3 position; glm::vec3 color; }; 设置立方体顶点数据: 创建一个数组来存储立方体的顶点数据。 Vertex vertices[] = {// 前面{glm::vec3(-0.5f,-0.5f,0.5f), glm::vec3(1.0f,0.0f,0.0f)}, {glm::vec3(0.5f,-0.5f,0.5f), glm::vec3(0.0f,1.0f,0.0f)}, ...