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Hello !
I searched for a while the correct way to play with PMatrix3D as a custom uniform for a shader and I finally get it, 5 minutes ago :)
I used the code from the LowLevelGL example given in Processing
in my "draw" function, I tryed to add this code
PMatrix3D m = new PMatrix();
m.rotateX(frameCount * 0.01f);
m.rotateY(frameCount * 0.01f);`
m.translate(frameCount,0,0);
myShader.set("matrix",m);
with this code in my vertexShader
gl_Position = transform * matrix * vertex;
But it didn't work correctly. I finally got the logic when I saw that
gl_Position = vertex * transform;
is not the same than
gl_Position = transform * vertex;
(the first one doesn't work as expected)
I tryed then to write this code
gl_Position = transform * vertex;
gl_Position *= matrix;
And everything now work as expected ! :D
I'm not sure if it's a bug or not... But I don't care anymore : it works ! :)