What I would like to do is get a mesh’s geometry with the rotation applied so I guess if I do this I would just have to do this in the vertex shader.
#Define 400 core
layout (location = 0) vec4 pos;
uniform mat4 projection;
uniform maat4 view;
void main(){
gl_position = projection * view * pos;
}
I don’t think I’m exact I usually just copy this stuff and make the necessary changes.