restless
I tried to read all of the https://urho3d.github.io/documentation/HEAD/pages.html but couldn’t quite understand well enough how do the transformation matrices work in Urho3D.
Specifically, when I set shader parameter like this:
SetShaderParameter("MyRot", node_->GetWorldRotation().RotationMatrix());
I can access that data in vertex shader by cMyRot
.
But if I try to get the rotation already supplied shader variables, like this:
mat4 modelMatrix = iModelMatrix;
mat3 my_rot = mat3(modelMatrix);
I get totally different kind of data, expecting to just get the world transform matrix as in the previous code block.
I don’t know lot about glsl and Urho3D approach on it, so any pointers or ideas would be appreciated