Hi,
I can’t run properly the following code with shaders. If a activate the “old” opengl approach it work just fine.
I can move the camera around and everything work as it should be (Is a simply square in the plane XY with lengths 2000).
I’m using the last version available for glfw, glew and glm on a Windows 10, x64 machine
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1, 1, 1, 1);
glEnable(GL_DEPTH_TEST);
glCullFace(GL_FRONT_AND_BACK);
glDrawBuffer(GL_FRONT_AND_BACK);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m_perspective = glm::perspective(5.0f, m_sizeEvent.width() / (float)m_sizeEvent.height(), 10.0f, 10000.0f);
m_lookAt = glm::lookAt(m_camera.position(), m_camera.lookingAt(), glm::vec3(0.0f, 0.0f, -1.0f));;
if (true)
{
//new opengl
glm::mat4 transformation = m_perspective * m_lookAt;
for (Meshes::Item &mesh : m_meshes)
mesh->render(transformation);
}
else
{
// old opengl
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixf(&m_perspective[0][0]);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixf(&m_lookAt[0][0]);
for (Meshes::Item &mesh : m_meshes)
mesh->oldRender();
}