So, I’ve been experimenting, and ran across an odd compiler/opengl issue??? I am honestly not sure why this doesn’t work, so I thought I would post it on here and see what anyone else thinks.
So I have a project where this DOES WORK FINE, then I started a new project, and IT DOESN’T WORK, I’ve tested, and it sends ZEROES to the OpenGL engine, and it displays as if the translate function was receiving all zeroes.
transform = glm::translate(transform, coinPosition[0]);
First of all, are there any circumstances, why this wouldn’t work from one project to the next? I’ve checked putting the raw data in. Instead of coinPosition[0], I put in: glm::vec(-0.5f,-0.5f,0.0f), and it works fine, so everything else about the program is fine.
I am working by copying and pasting code from another project, and it works fine in the other project. I even copied the entire project’s source code into this project, and it compiled fine, I’m apparently just having trouble with this array???
What could I possibly be doing wrong? rofl Any help is appreciated. Thanks
And I wouldn’t even bother with such a trivial problem, but I’ve been stumped for a few hours now… and I’m taking a break to eat now.
Also, I’m trying to use an array for position (so glm::vec3) and a separate array for texture coordinate offset to the vertex shader (so glm::vec2). Both accept raw data and work fine, but when I try to send the array, they don’t work…
Jeff