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Problem with GL4 and glUniformMatrix4dv-Method

Posted by adi on Feb 01, 2013; 12:17am
URL: https://forum.jogamp.org/Problem-with-GL4-and-glUniformMatrix4dv-Method-tp4028096.html

Hello

I can't correct send datas with glUniformMatrix4dv.
The extension isExtensionAvailable("GL_ARB_gpu_shader_fp64") is OK.
I send my datas so:
gl.glUniformMatrix4dv( Shader.modelViewProjectionMatrixLoc, 1, false, modelViewProjectionMatrix, 0);

I have this testet this in little shader, where i set matrices with the same avlue.

#version 420
layout (location=0) in vec3 in_Vertex;
layout (location=1) in vec3 in_Normal;
uniform dmat4 modelViewMatrix;
uniform dmat4 modelViewProjectionMatrix;

out gl_PerVertex {
    vec4  gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
};

void main()
{
  dmat4 model = dmat4( 1.0, 0.0,   0.0,  0.0,
                       0.0, 1.0,   0.0,  0.0,
                       0.0, 0.0,   1.0, -8.0,
                       0.0, 0.0,   0.0,  1.0);

  dmat4 view  = dmat4( 1.0, 0.0,   0.0,  0.0,
                       0.0, 1.0,   0.0,  0.0,
                       0.0, 0.0,   1.0, -10.0,
                       0.0, 0.0,   0.0,  1.0);

  dmat4 projection = dmat4(1.3032253728412058,               0.0,             0.0,                  0.0,
                                          0.0, 1.737633830454941,             0.0,                  0.0,
                                          0.0,               0.0, -1.000002000002, -0.20000020000020002,
                                          0.0,               0.0,            -1.0,                  1.0);
  /* This works correct
   gl_Position = mat4(model*view*projection)*vec4(in_Vertex,1.0);*/
 
 /* This does nothing 
  gl_Position = mat4(modelViewProjectionMatrix)*vec4(in_Vertex,1.0);
}

The sendet values for modelViewProjectionMatrix is exact how
model*view*projection does it.

Is there a known bug?