mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-07 02:12:07 +03:00
Fix shader language matrix row/col convention
This commit is contained in:
committed by
Max Hilbrunner
parent
0b495a66b0
commit
9af9d35803
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user