You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
At least for me, using gl::UniformMatrix4dv supplies the shader with a matrix filled with zeros, whereas gl::UniformMatrix4fv works as expected. I ran the exact same code to test both functions, the only difference was that I replaced the former with the latter, and I cast each element of my matrix buffer to an f32. Has anyone else had this happen to them, or would anyone like to test on their own box? If needed, I could possibly come up with an example to illustrate.
The text was updated successfully, but these errors were encountered:
At least for me, using
gl::UniformMatrix4dv
supplies the shader with a matrix filled with zeros, whereasgl::UniformMatrix4fv
works as expected. I ran the exact same code to test both functions, the only difference was that I replaced the former with the latter, and I cast each element of my matrix buffer to anf32
. Has anyone else had this happen to them, or would anyone like to test on their own box? If needed, I could possibly come up with an example to illustrate.The text was updated successfully, but these errors were encountered: