Model transformations

Model transformations

By : Ron
Date : November 18 2020, 01:01 AM
This might help you Model/world transform is specific to each mesh/model in your scene. Like you mentioned, to transform each model independently, having a matrix for each is apt.
As for the vertex shader, you could have the projection-view matrix in a uniform and the model matrix in a uniform and transform the mesh's vertices to the clip space. Then for the next model, just change the model matrix uniform with that mesh's matrix and repeat.
code :

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Applying in-place transformations to 3D Model in WPF

Applying in-place transformations to 3D Model in WPF

By : osifly
Date : March 29 2020, 07:55 AM
may help you . I'm sure there's a method for retrieving the current Euler rotation angle in degrees from the object's transformation matrix. You could then use that as the "from" value and animate to the "to" value.
Failing that, simply create a variable somewhere in your application that remembers the number of degrees the cube as been rotated. Each time the function is run just add the number of degrees you'd like it to rotate and then store the result back in your variable.
code :
angle = 0
function onClick:
    new_angle = angle + 30
    Animate(angle, new_angle)
    angle = new_angle
OpenGL: How to make new transformations based on the result of former transformations?

OpenGL: How to make new transformations based on the result of former transformations?

By : user2933089
Date : March 29 2020, 07:55 AM
I hope this helps you . Yes it's the standard method to go about when you want to change your Model-View Matrix, that's what glPushMatrix() and glPopMatrix() do, saves your current model-view matrix on the matrix stack.
Let's say you have a second object, a sphere, which has different changes for it's coordinates, sake of argument just a translation by -5 on the OX axis.
code :
//for spehere


//for cube
glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);

//for spehere


//for cube

glRotatef(theta[0], 1.0, 0.0, 0.0);
glRotatef(theta[1], 0.0, 1.0, 0.0);
glRotatef(theta[2], 0.0, 0.0, 1.0);


Setting up projection, model, and view transformations for vertex shader in eigen

Setting up projection, model, and view transformations for vertex shader in eigen

By : Cindy
Date : March 29 2020, 07:55 AM
it fixes the issue Here is an example of a lookAt and setPerspective function creating the view and projection matrices from simple inputs:
code :
void Camera::lookAt(const Eigen::Vector3f& position, const Eigen::Vector3f& target, const Eigen::Vector3f& up)
  Matrix3f R;
  R.col(2) = (position-target).normalized();
  R.col(0) = up.cross(R.col(2)).normalized();
  R.col(1) = R.col(2).cross(R.col(0));
  mViewMatrix.topLeftCorner<3,3>() = R.transpose();
  mViewMatrix.topRightCorner<3,1>() = -R.transpose() * position;
  mViewMatrix(3,3) = 1.0f;

void Camera::setPerspective(float fovY, float aspect, float near, float far)
  float theta = fovY*0.5;
  float range = far - near;
  float invtan = 1./tan(theta);

  mProjectionMatrix(0,0) = invtan / aspect;
  mProjectionMatrix(1,1) = invtan;
  mProjectionMatrix(2,2) = -(near + far) / range;
  mProjectionMatrix(3,2) = -1;
  mProjectionMatrix(2,3) = -2 * near * far / range;
  mProjectionMatrix(3,3) = 0;
glUniformMatrix4fv(glGetUniformLocation(mProgram.id(),"mat_view"), 1, GL_FALSE, mCamera.viewMatrix().data());
glUniformMatrix4fv(glGetUniformLocation(mProgram.id(),"mat_proj"), 1, GL_FALSE, mCamera.projectionMatrix().data());
Xaml transformation keep existing transformations non-affected transformations

Xaml transformation keep existing transformations non-affected transformations

By : voltair7
Date : March 29 2020, 07:55 AM
will be helpful for those in need How are you applying scale transform?
Usual pattern for this would be to add dummy scale transform to the transform group and modify it later. This way all other transforms are not being replaced.
code :
        <ScaleTransform x:Name="myScaleTransform" ScaleX="1.0" ScaleY="1.0">
        <TranslateTransform x:Name="KnobActiveTranslateTransform"/>
        <RotateTransform Angle="{Binding Path=(common:FilterSwitchImageHolder.Angle), RelativeSource={RelativeSource TemplatedParent}}" />
<DoubleAnimationUsingKeyFrames BeginTime="00:00:00" 
  <SplineDoubleKeyFrame KeyTime="00:00:00" Value="1"/>
ShapeRenderer Transformations Interfering with Mesh Transformations in LibGDX

ShapeRenderer Transformations Interfering with Mesh Transformations in LibGDX

By : user6196886
Date : March 29 2020, 07:55 AM
it fixes the issue With OpenGL ES 1.x, the ShapeRenderer uses an ImmediateModeRenderer10 (see the ShapeRenderer constructor). The ShapeRenderer does track the rotations in its own Matrix4 (the "transform" field), but when begin(Matrix4, int) is invoked on the underlying renderer, the combined camera+transformation matrix is passed down and its gets stored into global OpenGL state (the GL_PROJECTION matrix specifically).
The ShapeRenderer does not "push" or "pop" the global matrix state, so either you can do this yourself around the shapeRend calls (see http://www.swiftless.com/tutorials/opengl/pop_and_push_matrices.html) to save/restore your matrices or you can simply reset the GL_PROJECTION and GL_MODELVIEW matrices before you render your mesh. The second approach would be more in line with how most of Libgdx works (each of the various renderers will setup the state it depends upon at begin() and not assume anything in the global state survives).
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