Jan 31, 2014 at 6:13 PM
Edited Jan 31, 2014 at 6:21 PM

Hi, I'm just getting started with SharpGL. I'd like to stick to core OpenGL 4 practices, one of which is rather than calling e.g. glRotate or glFrustum, you do the matrix math yourself and pass the matrix to your vertex shader with a glUniformMatrix* call.
Trying to find the best way to do this.
I see there is a SharpGL.OpenGL.UniformMatrix4() method which takes a matrix in a float[]. I also found the SharpGL.SceneGraph.Matrix class, which provides lots of cool matrix math methods, but doesn't provide methods to build matrices with values you'd pass
to glRotate or glFrustum.
Before I write my own subclass, am I missing something?
thanks



This is all supported from v2.2 onwards now. The recommended approach is to use GlmNet:
https://github.com/dwmkerr/glmnet
which is a .NET version of the glm library that is typically used in OpenGL 4 applications  there'll be a tutorial on OpenGL 4 matrix operations soon!

