Code :glm::mat4 projectionMatrix = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);

here ,i can get the "projectionMatrix " from "glGetDoublev(GL_PROJECTION_MATRIX,projectionMatri x);"

Code :glm::mat4 viewMatrix; viewMatrix = camera.GetViewMatrix();

i can get viewMatrix from "glGetDoublev(GL_MODELVIEW_MATRIX,modelViewMtx );"

Code :glBindVertexArray(containerVAO); glm::mat4 model; glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model)); glDrawArrays(GL_TRIANGLES, 0, 36); glBindVertexArray(0);

but i can not get the "model",i dont understand that mean

in glsl

Code :#version 330 core layout (location = 0) in vec3 position; uniform mat4 model; uniform mat4 view; uniform mat4 projection; void main() { gl_Position = projection * view * model * vec4(position, 1.0f); }

thanks