OpenGL-ES 2.0 problem

Hi. I´m having problem with my simple OpenGL-ES program.

I think it´s the view or projection matrix. Here´s what it looks like:

Projection:


mProjM.transpose();

float f = 1.0 / tan( fov / 2);

mProjM[0][0] = f/aspect;	mProjM[0][1] = 0.0; mProjM[0][2] = 0.0;	               mProjM[0][3] = 0.0;
mProjM[1][0] = 0.0;		mProjM[1][1] = f;    mProjM[1][2] = 0.0;	                mProjM[1][3] = 0.0;
mProjM[2][0] = 0.0;		mProjM[2][1] = 0.0; mProjM[2][2] = fz/(nz-fz);        	mProjM[2][3] = -1.0;
mProjM[3][0] = 0.0;		mProjM[3][1] = 0.0; mProjM[3][2] = (nz*fz)/(nz-fz);	mProjM[3][3] = 0.0;

View Matrix:

	mLookV = mLookV.normalize();
	
	mUpV = cross(mLookV, mRightV);
	mUpV = mUpV.normalize();

	mRightV = cross(mUpV, mLookV);
	mRightV = mRightV.normalize();

	float x = dot(-mCamPos, mRightV);
	float y = dot(-mCamPos, mUpV);
	float z = dot(-mCamPos, -mLookV);

	mViewM[0][0] = mRightV.x(); 
	mViewM[0][1] = mRightV.y(); 
	mViewM[0][2] = mRightV.z(); 
	mViewM[0][3] = x;   

	mViewM[1][0] = mUpV.x();
	mViewM[1][1] = mUpV.y();
	mViewM[1][2] = mUpV.z();
	mViewM[1][3] = y;  

	mViewM[2][0] = -mLookV.x(); 
	mViewM[2][1] = -mLookV.y(); 
	mViewM[2][2] = -mLookV.z(); 
	mViewM[2][3] = z;   

	mViewM[3][0] = 0.0f;
	mViewM[3][1] = 0.0f;
	mViewM[3][2] = 0.0f;
	mViewM[3][3] = 1.0f;

Is this correct?

See my matrix.h and matrix.c in my engine. viewtopic.php?f=9&t=3140

You’ll be able to make all the matrices you need.

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.