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glm::mat4 matrix_ltr = glm::transpose(glm::mat4{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }); glm::mat4 worldToCamera = matrix_ltr * matrix_r_q * matrix_t;