Build cross product matrices. <glm/gtx/matrix_cross_product.hpp> need to be ... Function Documentation. detail::tmat3x3<T> glm::matrixCross3, (, detail::tvec3 ...
This series of samples only shows various GLM functionality. Compute a Triangle's Normal. #include <glm/glm.hpp> // vec3 normalize cross glm::vec3 computeNormal ...
GLM_FUNC_DECL detail::tvec3<T, P> glm::cross, (, detail::tvec3< T, P > const &, x,. detail::tvec3< T, P > const &, y. ) Returns the cross product of x and y.
detail::tvec3<valType> glm::cross, (, detail::tvec3< valType > const &, x,. detail::tvec3< valType > const &, y. ) Returns the cross product of x and y.
2016年5月30日 — How do you use the right-hand rule for glm::cross? · Nothing -- in a right-hand system where Z goes forward and X goes to the right, then Y ...