I'm working on a small graphics engine using OpenGL and I'm having some issues with my translation matrix. I'm using OpenGL 3.3, GLSL and C++. The situation is this: I have defined a small cube which I want to render on screen. The cube uses it's own coordinate system, so I created a model matrix to be able to transform the cube. To make it myself a bit easier I started out with just a translation matrix as the cube's model matrix and after a bit of coding I've managed to make everything work and the cube appears on the screen. Nothing all to special, but there is one thing about my translation matrix that I find a bit odd.
Now as far as I know, a translation matrix is defined as follows:
1, 0, 0, x
0, 1, 0, y
0, 0, 1, z
0, 0, 0, 1
However, this does not work for me. When I define my translation matrix this way, nothing appears on the screen. It only works when I define my translation matrix like this:
1, 0, 0, 0
0, 1, 0, 0
0, 0, 1, 0
x, y, z, 1
Now I've been over my code several times to find out why this is the case, but I can't seem to find out why or am I just wrong and does a translation matrix needs to be defined like the transposed one here above?
My matrices are defined as a one-dimensional array going from left to right, top to bottom.
Here is some of my code that might help:
//this is called just before cube is being rendered
void DisplayObject::updateMatrices()
{
modelMatrix = identityMatrix();
modelMatrix = modelMatrix * translateMatrix( xPos, yPos, zPos );
/* update modelview-projection matrix */
mvpMatrix = modelMatrix * (*projMatrix);
}
//this creates my translation matrix which causes the cube to disappear
const Matrix4 translateMatrix( float x, float y, float z )
{
Matrix4 tranMatrix = identityMatrix();
tranMatrix.data[3] = x;
tranMatrix.data[7] = y;
tranMatrix.data[11] = z;
return Matrix4(tranMatrix);
}
This is my simple test vertex shader:
#version 150 core
in vec3 vPos;
uniform mat4 mvpMatrix;
void main()
{
gl_Position = mvpMatrix * vec4(vPos, 1.0);
}
I've also did tests to check if my matrix multiplication works and it does. I * randomMatrix is still just randomMatrix
I hope you guys can help. Thanks
EDIT:
This is how I send the matrix data to OpenGL:
void DisplayObject::render()
{
updateMatrices();
glBindVertexArray(vaoID);
glUseProgram(progID);
glUniformMatrix4fv( glGetUniformLocation(progID, "mvpMatrix"), 1, GL_FALSE, &mvpMatrix.data[0] );
glDrawElements(GL_TRIANGLES, bufferSize[index], GL_UNSIGNED_INT, 0);
}
mvpMatrix.data is a std::vector: