edit: nevermind, it was the .xyz component needing separation.
I’m a beginner in this so this ought to be simple,
I can’t seem to be able to scale my input at all. Why?
void main() {
gl_Position = PerspectiveViewMatrix(90.0, AspectRatio, 0.1, 100.0)
* TranslationMatrix(0, 0, -4 -0.04*MouseWheel)
* RotationMatrix(MouseMovement.y, X_AXIS)
* RotationMatrix(-MouseMovement.x, Y_AXIS)
* TransformationMatrix
* in_Vertex
* scaling_factor(min, max);
}
It’s on ‘#version 330 core’
Now, even if I replace scaling_factor(min, max) with a number, say 0.02f, the final rendering size remains same.
What do I miss?
Could it be something in the application forcing it that way?
I move around matrices; I leave it alone etc, final rendering size remains same.
e.g. vec4 new_Vertex = normalize (in_Vertex); didn’t work either.
The scene otherwise renders properly, e.g. movement and objects.
–
edit: same even if factor is put in front of input vertex.