rotation matrix is not getting applied correctly to a vector












0















i am trying to learn transformation in OpenGL & I am using glm for math calculation. I have a vector& I want to apply some rotation to that vector.but i get output as vec3(0,0,0)



#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_float4x4.hpp> // mat4x4
#include <glm/ext/matrix_transform.hpp> // translate, rotate, scale, identity
#include <glm/gtx/string_cast.hpp>
#include<iostream>
int main(){
//define a 4x4 model matrix
glm::mat4 model;
//define a vector
glm::vec4 Position = glm::vec4(glm::vec3(0.4,0.2,0.2), 1.0);
//create a model matrix with rotation of 45 degrees around z aixs
model = glm::rotate(model, 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
//print the final vector position after rotation is applied
std::cout<< glm::to_string(model*Position) <<std::endl;
return 0;
}









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  • Possible duplicate of Why is the sprite not rendering in OpenGL?

    – Rabbid76
    Nov 19 '18 at 18:24
















0















i am trying to learn transformation in OpenGL & I am using glm for math calculation. I have a vector& I want to apply some rotation to that vector.but i get output as vec3(0,0,0)



#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_float4x4.hpp> // mat4x4
#include <glm/ext/matrix_transform.hpp> // translate, rotate, scale, identity
#include <glm/gtx/string_cast.hpp>
#include<iostream>
int main(){
//define a 4x4 model matrix
glm::mat4 model;
//define a vector
glm::vec4 Position = glm::vec4(glm::vec3(0.4,0.2,0.2), 1.0);
//create a model matrix with rotation of 45 degrees around z aixs
model = glm::rotate(model, 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
//print the final vector position after rotation is applied
std::cout<< glm::to_string(model*Position) <<std::endl;
return 0;
}









share|improve this question

























  • Possible duplicate of Why is the sprite not rendering in OpenGL?

    – Rabbid76
    Nov 19 '18 at 18:24














0












0








0








i am trying to learn transformation in OpenGL & I am using glm for math calculation. I have a vector& I want to apply some rotation to that vector.but i get output as vec3(0,0,0)



#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_float4x4.hpp> // mat4x4
#include <glm/ext/matrix_transform.hpp> // translate, rotate, scale, identity
#include <glm/gtx/string_cast.hpp>
#include<iostream>
int main(){
//define a 4x4 model matrix
glm::mat4 model;
//define a vector
glm::vec4 Position = glm::vec4(glm::vec3(0.4,0.2,0.2), 1.0);
//create a model matrix with rotation of 45 degrees around z aixs
model = glm::rotate(model, 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
//print the final vector position after rotation is applied
std::cout<< glm::to_string(model*Position) <<std::endl;
return 0;
}









share|improve this question
















i am trying to learn transformation in OpenGL & I am using glm for math calculation. I have a vector& I want to apply some rotation to that vector.but i get output as vec3(0,0,0)



#define GLM_ENABLE_EXPERIMENTAL
#include <glm/ext/matrix_float4x4.hpp> // mat4x4
#include <glm/ext/matrix_transform.hpp> // translate, rotate, scale, identity
#include <glm/gtx/string_cast.hpp>
#include<iostream>
int main(){
//define a 4x4 model matrix
glm::mat4 model;
//define a vector
glm::vec4 Position = glm::vec4(glm::vec3(0.4,0.2,0.2), 1.0);
//create a model matrix with rotation of 45 degrees around z aixs
model = glm::rotate(model, 45.0f, glm::vec3(0.0f, 0.0f, 1.0f));
//print the final vector position after rotation is applied
std::cout<< glm::to_string(model*Position) <<std::endl;
return 0;
}






opengl glm-math






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edited Nov 19 '18 at 18:44









Nicol Bolas

285k33472645




285k33472645










asked Nov 19 '18 at 18:14









anekixanekix

929620




929620













  • Possible duplicate of Why is the sprite not rendering in OpenGL?

    – Rabbid76
    Nov 19 '18 at 18:24



















  • Possible duplicate of Why is the sprite not rendering in OpenGL?

    – Rabbid76
    Nov 19 '18 at 18:24

















Possible duplicate of Why is the sprite not rendering in OpenGL?

– Rabbid76
Nov 19 '18 at 18:24





Possible duplicate of Why is the sprite not rendering in OpenGL?

– Rabbid76
Nov 19 '18 at 18:24












1 Answer
1






active

oldest

votes


















2














You did not initialize your model matrix.
Should be:



glm::mat4 model = glm::mat4(1.0f);



to initialize it to identity matrix.






share|improve this answer
























  • thanks i missed that :)

    – anekix
    Nov 19 '18 at 18:26











  • but why initialize to an identity matrix?

    – anekix
    Nov 19 '18 at 18:29











  • You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

    – Rhu Mage
    Nov 19 '18 at 18:52











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









2














You did not initialize your model matrix.
Should be:



glm::mat4 model = glm::mat4(1.0f);



to initialize it to identity matrix.






share|improve this answer
























  • thanks i missed that :)

    – anekix
    Nov 19 '18 at 18:26











  • but why initialize to an identity matrix?

    – anekix
    Nov 19 '18 at 18:29











  • You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

    – Rhu Mage
    Nov 19 '18 at 18:52
















2














You did not initialize your model matrix.
Should be:



glm::mat4 model = glm::mat4(1.0f);



to initialize it to identity matrix.






share|improve this answer
























  • thanks i missed that :)

    – anekix
    Nov 19 '18 at 18:26











  • but why initialize to an identity matrix?

    – anekix
    Nov 19 '18 at 18:29











  • You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

    – Rhu Mage
    Nov 19 '18 at 18:52














2












2








2







You did not initialize your model matrix.
Should be:



glm::mat4 model = glm::mat4(1.0f);



to initialize it to identity matrix.






share|improve this answer













You did not initialize your model matrix.
Should be:



glm::mat4 model = glm::mat4(1.0f);



to initialize it to identity matrix.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 19 '18 at 18:20









Rhu MageRhu Mage

160113




160113













  • thanks i missed that :)

    – anekix
    Nov 19 '18 at 18:26











  • but why initialize to an identity matrix?

    – anekix
    Nov 19 '18 at 18:29











  • You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

    – Rhu Mage
    Nov 19 '18 at 18:52



















  • thanks i missed that :)

    – anekix
    Nov 19 '18 at 18:26











  • but why initialize to an identity matrix?

    – anekix
    Nov 19 '18 at 18:29











  • You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

    – Rhu Mage
    Nov 19 '18 at 18:52

















thanks i missed that :)

– anekix
Nov 19 '18 at 18:26





thanks i missed that :)

– anekix
Nov 19 '18 at 18:26













but why initialize to an identity matrix?

– anekix
Nov 19 '18 at 18:29





but why initialize to an identity matrix?

– anekix
Nov 19 '18 at 18:29













You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

– Rhu Mage
Nov 19 '18 at 18:52





You can initialize it to whatever you want. But if you want the model matrix to only contain the rotation you have to use identity, rotation multiplied by identity is rotation.

– Rhu Mage
Nov 19 '18 at 18:52


















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