Quote Originally Posted by GClements View Post
This should be the other way around:
Code :
	_vector = _trans * _vector;
Reversing the order has the same effect as transposing the matrix:

(A.B)T=BT.AT

GLM has the same behaviour as GLSL: matrix*vector treats the vector as a column vector, vector*matrix treats it as a row vector (i.e. it's implicitly transposed to make the multiplication valid).
Indeed:
changes:
Code :
_vector = _trans * _vector;

The result is the same:
vec4(-5.311184, 5.000000, 4.877635, 1.000000)
vec4(-5.311184, 5.000000, 4.877635, 1.000000)