矩阵必须用单位矩阵初始化,否则不会显示出图像
glm
::mat4 transform
=glm
::mat4(1.0f);
以下的transform代表先平移后旋转,和定义的顺序是相反的
transform
= glm
::rotate(transform
, (GLfloat
)glfwGetTime() * 10.0f, glm
::vec3(0.0f, 0.0f, 1.0f));
transform
= glm
::translate(transform
, glm
::vec3(0.5f, -0.5f, 0.0f));
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