I'm trying to update my (little) knowledge of OpenGL ES 1.1 to 2.0 on the iPhone. The default OpenGL ES Application template for the iPhone draws a square and makes it translate up and down and works fine. Their implementation does the math for the Y value changes on the shader itself which is pretty much useless. So, I've changed the vertext shader to:
uniform mat4 mvpMatrix;
attribute vec4 position;
attribute vec4 color;
varying vec4 colorVarying;
void main()
{
gl_Position = position * mvpMatrix;
colorVarying = color;
}
Which seems to be correct and common (from I've seen in my research). Obviously, I did the necessary changes to the code, like binding the uniform and, to help with the math, I got the sources for the esUtil.h code. On the drawing method, my code looks like this:
transY += 0.075f;
ESMatrix mvp, model, view;
esMatrixLoadIdentity(&view);
esPerspective(&view, 60.0, 320.0/480.0, 1.0, -1.0);
esMatrixLoadIdentity(&model);
esTranslate(&model, sinf(transY), 0.0f, 0.0f);
esMatrixLoadIdentity(&mvp);
esMatrixMultiply(&mvp, &model, &view);
glUniformMatrix4fv(uniforms[UNIFORM_MVPMATRIX], 1, GL_FALSE, (GLfloat *)&mvp);
And that should be working but, unfortunate开发者_StackOverflow社区ly, what I get is quite different from a simple translation.
I've restarted the template a few times but I can't figure out what I'm doing wrong here... Rotating seems to be working as expected, I believe...
Any help would be appreciated.
I think you want to reverse the order of your position transform, as your matrix library is probably working in Column-major order.
gl_Position = position * mvpMatrix;
=>
gl_Position = mvpMatrix * position;
unknowingly you have made a camera position change. In opengles camera(global) and object(local) transforms are just inverse.
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