feat: apply translation and perspective projection to transform matrix before shader upload

This commit is contained in:
2025-09-17 22:10:42 +02:00
parent 0400e0969d
commit b08a38ce74

View File

@@ -315,6 +315,13 @@ fn main() {
5 => transform[(1,3)] = v, // f
_ => {}
}
// move scene into viewable negative z range
let translation: glm::Mat4 = glm::translation(&glm::vec3(0.0, 0.0, -5.0));
transform = translation * transform;
// apply perspective projection: (aspect, fovy radians, near, far)
let projection: glm::Mat4 =
glm::perspective(window_aspect_ratio, std::f32::consts::PI / 4.0, 1.0, 100.0);
transform = projection * transform;
gl::UniformMatrix4fv(transform_loc, 1, gl::FALSE, transform.as_ptr());
gl::BindVertexArray(my_vao);
gl::DrawElements(