在GLM(OpenGL)中相乘矩阵和向量 [英] Multiplying a matrix and a vector in GLM (OpenGL)
问题描述
我有一个转换矩阵 m
和一个向量 v
。我想使用矩阵对向量进行线性变换。我希望我能够做这样的事情:
I have a transformation matrix, m
, and a vector, v
. I want to do a linear transformation on the vector using the matrix. I'd expect that I would be able to do something like this:
glm::mat4 m(1.0);
glm::vec4 v(1.0);
glm::vec4 result = v * m;
这似乎不起作用。在GLM中执行这种操作的正确方法是什么?
This doesn't seem to work, though. What is the correct way to do this kind of operation in GLM?
只需注意任何遇到类似问题的人。 GLM要求所有操作数都使用相同的类型。不要尝试将 dvec4
与 mat4
相乘并期望它能正常工作,您需要一个 vec4
。
Just a note to anyone who runs into a similar problem. GLM requires all operands to use the same type. Don't try multiplying a dvec4
with a mat4
and expect it to work, you need a vec4
.
推荐答案
glm :: vec4
表示为列向量。因此,正确的格式为:
glm::vec4
is represented as a column vector. Therefore, the proper form is:
glm::vec4 result = m * v;
(请注意操作数的顺序)
(note the order of the operands)
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