glm::rotate() call fails to compile?
c++, glfw, glm-math, opengl
Solution
I don't know enough about templates to give you a great answer, but I believe from my memory of GLM is that it was very picky about types.
Can you try explicitly changing `45` to `45.f` to see if it accepts that? I think you need to have consistent parameters (float matrix, float, float vector). I think the int confuses it somehow.
Problem
I can't get the call to glm::rotate(mat4, int, vec3(x,y,z)); to work. VS 2010 is telling me ``` Intellisense: no instance of function template "glm::gtc::matrix_transform::rotate" matches the argument ``` I'm using glm-0.9.1 I've seen this stack overflow question, but the solution still triggers an error with the intellisense: glm rotate usage in Opengl I can't really get it to accept any of the overload methods. I might just be missing something obvious though. I tried to make the rotate call apparent in the code, it is a bit of the way down. here is some code: ``` #include <GL/glew.h> #include <GL/glfw.h> #include <GL/glut.h> #include <glm/glm.hpp> #include <glm/gtc/matrix_transform.hpp> #include "loadShader.h" #include <stdio.h> #include <stdlib.h> glm::mat4 Projection; glm::mat4 View; glm::mat4 Model; glm::mat4 MVP; glm::mat4 t; glm::mat4 s; glm::mat4 r; GLuint programID; int main() { // Initialise GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); return -1; } glfwOpenWindowHint(GLFW_FSAA_SAMPLES, 4); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3); glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Open a window and create its OpenGL context if( !glfwOpenWindow( 1024, 768, 0,0,0,0, 32,0, GLFW_WINDOW ) ) { fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" ); glfwTerminate(); return -1; } // Initialize GLEW if (glewInit() != GLEW_OK) { fprintf(stderr, "Failed to initialize GLEW\n"); return -1; } glfwSetWindowTitle( "Tutorial 02" ); // Ensure we can capture the escape key being pressed below glfwEnable( GLFW_STICKY_KEYS ); glewExperimental = GL_TRUE; glewInit(); // Dark blue background glClearColor(0.0f, 0.0f, 0.3f, 0.0f); GLuint VertexArrayID; glGenVertexArrays(1, &VertexArrayID); glBindVertexArray(VertexArrayID); // Create and compile our GLSL program from the shaders programID = LoadShaders( "vertexShader.glsl", "fragmentShader.glsl" ); //Pojectio matrix : 45 degree Field of view, 4:3 ratio, display range : 0.1 unit <-> 100 units Projection = glm::perspective( 45.0f, 4.0f / 3.0f, 0.1f, 100.0f ); // Camera matrix View = glm::lookAt( glm::vec3(4,3,3), // Camera is at (4,3,3), in World Space glm::vec3(0,0,0), // and looks at the origin glm::vec3(0,1,0) // Head is up (set to 0, -1,0 to look upside down) ); // Model matrix : an identity matrix (model will be at the origin) Model = glm::mat4(1.0f); // Changes for each Model ! //INTELLISENSE ERROR ==================================================================>>>> r = glm::rotate(Model, 45, glm::vec3(1,0,0)); // Our ModelViewProjection : multiplication of our 3 matrices MVP = Projection * View * Model; // Remember matrix multiplication is the other way around // Get a handle for our "MVP" uniform. // Only at initialisation time. GLuint MatrixID = glGetUniformLocation(programID, "MVP"); // Send our transformation to the currently bound shader, // in the "MVP" uniform // For each model you fender, since the MVP will be different (at least the M part) static const GLfloat g_vertex_buffer_data[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; GLuint vertexbuffer; glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW); do{ // Clear the screen glClear( GL_COLOR_BUFFER_BIT ); // Use our shader glUseProgram(programID); glUniformMatrix4fv(MatrixID, 1, GL_FALSE, &MVP[0][0]); // 1rst attribute buffer : vertices glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer( 0, // attribute 0. No particular reason for 0, but must match the layout in the shader. 3, // size GL_FLOAT, // type GL_FALSE, // normalized? 0, // stride (void*)0 // array buffer offset ); // Draw the triangle ! glDrawArrays(GL_TRIANGLES, 0, 3); // From index 0 to 3 -> 1 triangle glDisableVertexAttribArray(0); // Swap buffers glfwSwapBuffers(); } // Check if the ESC key was pressed or the window was closed while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS && glfwGetWindowParam( GLFW_OPENED ) ); // Close OpenGL window and terminate GLFW glfwTerminate(); // Cleanup VBO glDeleteBuffers(1, &vertexbuffer); glDeleteVertexArrays(1, &VertexArrayID); return 0; } ```