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Author Topic: glLoadMatrixf for LWJGL 3.x  (Read 329 times)

adamtg48

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glLoadMatrixf for LWJGL 3.x
« on: February 19, 2017, 23:59:48 »

Hello,

Is there a replacement for glLoadMatrixf?  I am creating my own matrix stack, and i am a looking for a simple API to apply a matrix.  I am not quite ready to attack shaders, unless it is the only method, that i guess i will be ready...

thank you,
-=- adamtg48
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Kai

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Re: glLoadMatrixf for LWJGL 3.x
« Reply #1 on: February 20, 2017, 09:14:14 »

I am not quite sure what you mean by "replacement" for GL11.glLoadMatrixf() and how such a potential replacement should behave differently than the existing GL11.glLoadMatrixf(), given that you are using the fixed-function pipeline.
GL11.glLoadMatrixf() is _the only_ way in OpenGL to load a matrix using the fixed-function pipeline (without multiplying it onto the current/active matrix stack). If you want to post-multiply a given matrix to the active matrix stack, use GL11.glMultMatrixf();
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adamtg48

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Re: glLoadMatrixf for LWJGL 3.x
« Reply #2 on: February 20, 2017, 13:46:33 »

Thank you for your reply.  I am pretty new to OpenGL, so i might be confused.  According to:
https://javadoc.lwjgl.org/org/lwjgl/opengl/GL11.html#glLoadMatrixf-float:A-

it says

Quote
glLoadMatrixf(float[] m)
OpenGL SDK Reference - This function is deprecated and unavailable in the Core profile

so i thought there would be a replacement for this function.
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Kai

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Re: glLoadMatrixf for LWJGL 3.x
« Reply #3 on: February 20, 2017, 14:03:54 »

Quote
... This function is deprecated and unavailable in the Core profile
so i thought there would be a replacement for this function.
I see. Yes, "deprecated" there means: You should use shaders instead.
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