In one of your shaders, you're treating position as a row vector, and in the other as a column vector. There's no need to be using opposite mathematical conventions in each API; it will be far less confusing to use the same conventions and code between both APIs.
Diretcx Rotation Matrix Problem
^This guy above!
Master & Mentor
https://sites.google.com/site/customprog/
https://sites.google.com/site/customprog/
In one of your shaders, you're treating position as a row vector, and in the other as a column vector. There's no need to be using opposite mathematical conventions in each API; it will be far less confusing to use the same conventions and code between both APIs.
Huh, I didn't even think of that. Sorry I'm kind of new to this whole matrix multiplication thing :)
Thanks :D
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