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?