Transform the modelMatrix
In a typical rendering pipeline, transformations are applied to objects in a scene using a sequence of matrices:
Object Coordinates (Model Space):
World Coordinates:
Model Matrix:
View Space (Eye Coordinates):
View Matrix:
Clip Coordinates:
Projection Matrix:
Normalized Device Coordinates (NDC):
Window Coordinates (Screen Coordinates):
Transforming the Model Matrix with glm
While glm::lookAt() is primarily designed to set the view matrix, certain modifications can be applied to use it for the model matrix:
Transformations to Address Position:
Vertex Shader Transformation:
Note: While this approach can achieve the desired result, it is not optimal for setting the model matrix. It is generally recommended to use specific functions provided by libraries or create your own function to handle model matrix transformations.
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