i have a problem with some wrong placed models.
As you can see on the picture below, the head and leg addon are wrong placed. You cannot see very good the head addon, it is inside the body. If you compare carefully both the original and my displayed model. you notice that these models are not just wrong placed, they are wrong turned by 180°, too. All other parts, like the backpack, or the tubes,… are all correctly displayed.
Yes that’s right, everything can have a parent. In this case all models have the same parent (as you can see on the picture)
In my code i’m calling getModelMatrix(index); here. And the function is defined here. So i get every parent matrix
i looked in the code, but i move everything to Center first and scale it then and i have the same problem without scaling and centering
btw i think i’m gonna switch from glm, glut, glew, glfw,… to Qt. Because i can get everything with just one very nice and powerful library. Already setup everything for Visual Studio and i already got my first Example code from the internet running
I hope i can easily switch my whole project to Qt now Do you know OpenGL with Qt, too? And do you have a nice tutorial??
[QUOTE=3DPrgmer;1284927]btw i think i’m gonna switch from glm, glut, glew, glfw,… to Qt. Because i can get everything with just one very nice and powerful library. Already setup everything for Visual Studio and i already got my first Example code from the internet running
I hope i can easily switch my whole project to Qt now Do you know OpenGL with Qt, too? And do you have a nice tutorial??[/QUOTE]
if you install Qt as “stand-alone” IDE, there are already simple / advanced examples included
i’m currently trying (struggling) to install the addin to Visual Studio 2015 (because the Qt IDE isnt that good imho)
If you need any help with that, let me know. I compiled the qt source multiple times with MinGW for static linking. And I already compiled them for VS with OpenGL Desktop. But I think I forgot exception handling, so I may need to recompile them.