Fix shader language matrix row/col convention

This commit is contained in:
Florent Guiocheau
2024-08-27 16:33:50 +02:00
committed by Max Hilbrunner
parent 0b495a66b0
commit 9af9d35803

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@@ -163,8 +163,8 @@ Individual scalar members of vector types are accessed via the "x", "y", "z" and
equivalent. Use whatever fits best for your needs.
For matrices, use the ``m[column][row]`` indexing syntax to access each scalar,
or ``m[idx]`` to access a vector by row index. For example, for accessing the y
position of an object in a mat4 you use ``m[3][1]``.
or ``m[column]`` to access a vector by column index. For example, for accessing the
y-component of the translation from a mat4 transform matrix (4th column, 2nd line) you use ``m[3][1]`` or ``m[3].y``.
Constructing
~~~~~~~~~~~~
@@ -182,7 +182,7 @@ Construction of vector types must always pass:
vec4 a = vec4(0.0);
Construction of matrix types requires vectors of the same dimension as the
matrix. You can also build a diagonal matrix using ``matx(float)`` syntax.
matrix, interpreted as columns. You can also build a diagonal matrix using ``matx(float)`` syntax.
Accordingly, ``mat4(1.0)`` is an identity matrix.
.. code-block:: glsl