I can't get the call to glm::rotate(mat4, int, vec3(x,y,z)); to work. VS 2010 is telling me
Intellisense: no instance of function template "glm::gtc::matrix_transform::rotate" matches the argument
I'm using glm-0.9.1
I've seen this stack overflow question, but the solution still triggers an error with the intellisense: glm rotate usage in Opengl
I can't really get it to accept any of the overload methods. I might just be missing something obvious though.
I tried to make the rotate call apparent in the code, it is a bit of the way down.
here is some code:
#include <GL/glew.h>
#include <GL/glfw.h>
#include <GL/glut.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "loadShader.h"
#include <stdio.h>
#include <stdlib.h>
glm::mat4 Projection;
glm::mat4 View;
glm::mat4 Model;
glm::mat4 MVP;
glm::mat4 t;
glm::mat4 s;
glm::mat4 r;
GLuint programID;
int main()
{
// Initialise GLFW
if( !glfwInit() )
{
fprintf( stderr, "Failed to initialize GLFW\n" );
return -1;
}
glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) )
{
fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
glfwTerminate();
return -1;
}
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
return -1;
}
glfwSetWindowTitle( "Tutorial 02" );
// Ensure we can capture the escape key being pressed below
glfwEnable( GLFW_STICKY_KEYS );
glewExperimental = GL_TRUE;
glewInit();
// Dark blue background
glClearColor(0.0f, 0.0f, 0.3f, 0.0f);
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
programID = LoadShaders( "vertexShader.glsl", "fragmentShader.glsl" );
//Pojectio matrix : 45 degree Field of view, 4:3 ratio, display range : 0.1 unit <-> 100 units
Projection = glm::perspective( 45.0f, 4.0f / 3.0f, 0.1f, 100.0f );
// Camera matrix
View = glm::lookAt(
glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space
glm::vec3(0,0,0), // and looks at the origin
glm::vec3(0,1,0) // Head is up (set to 0, -1,0 to look upside down)
);
// Model matrix : an identity matrix (model will be at the origin)
Model = glm::mat4(1.0f); // Changes for each Model !
//INTELLISENSE ERROR ==================================================================>>>>
r = glm::rotate(Model, 45, glm::vec3(1,0,0));
// Our ModelViewProjection : multiplication of our 3 matrices
MVP = Projection * View * Model; // Remember matrix multiplication is the other way around
// Get a handle for our "MVP" uniform.
// Only at initialisation time.
GLuint MatrixID = glGetUniformLocation(programID, "MVP");
// Send our transformation to the currently bound shader,
// in the "MVP" uniform
// For each model you fender, since the MVP will be different (at least the M part)
static const GLfloat g_vertex_buffer_data[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
0.0f, 1.0f, 0.0f,
};
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
do{
// Clear the screen
glClear( GL_COLOR_BUFFER_BIT );
// Use our shader
glUseProgram(programID);
glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
// Draw the triangle !
glDrawArrays(GL_TRIANGLES, 0, 3); // From index 0 to 3 -> 1 triangle
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers();
} // Check if the ESC key was pressed or the window was closed
while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
glfwGetWindowParam( GLFW_OPENED ) );
// Close OpenGL window and terminate GLFW
glfwTerminate();
// Cleanup VBO
glDeleteBuffers(1, &vertexbuffer);
glDeleteVertexArrays(1, &VertexArrayID);
return 0;
}
I don't know enough about templates to give you a great answer, but I believe from my memory of GLM is that it was very picky about types.
Can you try explicitly changing 45
to 45.f
to see if it accepts that? I think you need to have consistent parameters (float matrix, float, float vector). I think the int confuses it somehow.
glm::rotate(Model, (glm::mediump_float)45, glm::vec3(1,0,0));
I found that this cast is helping because of the type used in glm::vec3
as template.
This function is that defined:
glm::detail::tmat4x4<glm::lowp_float> glm::rotate<glm::lowp_float> ( const glm::detail::tmat4x4<glm::lowp_float> &m, const glm::lowp_float &angle, const glm::detail::tvec3<glm::mediump_float> &axis)
So you must use appropriate type in your angle value.
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