View or perspective matrices messing with culling












1















I have this code here that almost works fine, but it is culling the front faces instead of the back faces:



auto scaleMatrix = glm::scale(glm::mat4(1.0f), glm::fvec3(0.5f, 0.5f, 0.5f));
auto rotateMatrix = glm::rotate(glm::mat4(1.0f), glm::degrees(rotation), glm::fvec3{.0f, 1.f, 0.f});
auto modelMatrix = rotateMatrix * scaleMatrix;

int w, h;
glfwGetWindowSize(window, &w, &h);
auto perspectiveMatrix = glm::perspective(90.f, w/(float)h, .1f, 100.f);

auto viewMatrix = glm::lookAt(
glm::vec3(-1, 0, -1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);

auto mvp = perspectiveMatrix * viewMatrix * modelMatrix;

glUniformMatrix4fv(gMVPLocation, 1, GL_FALSE, &mvp[0][0]);


If I only pass the model matrix to the shader, the correct faces cull. But if I am passing the MVP matrix, the front faces are culled while the back faces are rendered. Not sure why this would cause this issue, but my vertices are defined in ccw winding order and work perfectly fine if I don't use a view or perspective matrix. I'm clueless as to why this doesn't work here.










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  • You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

    – Ripi2
    Nov 22 '18 at 19:26


















1















I have this code here that almost works fine, but it is culling the front faces instead of the back faces:



auto scaleMatrix = glm::scale(glm::mat4(1.0f), glm::fvec3(0.5f, 0.5f, 0.5f));
auto rotateMatrix = glm::rotate(glm::mat4(1.0f), glm::degrees(rotation), glm::fvec3{.0f, 1.f, 0.f});
auto modelMatrix = rotateMatrix * scaleMatrix;

int w, h;
glfwGetWindowSize(window, &w, &h);
auto perspectiveMatrix = glm::perspective(90.f, w/(float)h, .1f, 100.f);

auto viewMatrix = glm::lookAt(
glm::vec3(-1, 0, -1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);

auto mvp = perspectiveMatrix * viewMatrix * modelMatrix;

glUniformMatrix4fv(gMVPLocation, 1, GL_FALSE, &mvp[0][0]);


If I only pass the model matrix to the shader, the correct faces cull. But if I am passing the MVP matrix, the front faces are culled while the back faces are rendered. Not sure why this would cause this issue, but my vertices are defined in ccw winding order and work perfectly fine if I don't use a view or perspective matrix. I'm clueless as to why this doesn't work here.










share|improve this question























  • You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

    – Ripi2
    Nov 22 '18 at 19:26
















1












1








1


1






I have this code here that almost works fine, but it is culling the front faces instead of the back faces:



auto scaleMatrix = glm::scale(glm::mat4(1.0f), glm::fvec3(0.5f, 0.5f, 0.5f));
auto rotateMatrix = glm::rotate(glm::mat4(1.0f), glm::degrees(rotation), glm::fvec3{.0f, 1.f, 0.f});
auto modelMatrix = rotateMatrix * scaleMatrix;

int w, h;
glfwGetWindowSize(window, &w, &h);
auto perspectiveMatrix = glm::perspective(90.f, w/(float)h, .1f, 100.f);

auto viewMatrix = glm::lookAt(
glm::vec3(-1, 0, -1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);

auto mvp = perspectiveMatrix * viewMatrix * modelMatrix;

glUniformMatrix4fv(gMVPLocation, 1, GL_FALSE, &mvp[0][0]);


If I only pass the model matrix to the shader, the correct faces cull. But if I am passing the MVP matrix, the front faces are culled while the back faces are rendered. Not sure why this would cause this issue, but my vertices are defined in ccw winding order and work perfectly fine if I don't use a view or perspective matrix. I'm clueless as to why this doesn't work here.










share|improve this question














I have this code here that almost works fine, but it is culling the front faces instead of the back faces:



auto scaleMatrix = glm::scale(glm::mat4(1.0f), glm::fvec3(0.5f, 0.5f, 0.5f));
auto rotateMatrix = glm::rotate(glm::mat4(1.0f), glm::degrees(rotation), glm::fvec3{.0f, 1.f, 0.f});
auto modelMatrix = rotateMatrix * scaleMatrix;

int w, h;
glfwGetWindowSize(window, &w, &h);
auto perspectiveMatrix = glm::perspective(90.f, w/(float)h, .1f, 100.f);

auto viewMatrix = glm::lookAt(
glm::vec3(-1, 0, -1),
glm::vec3(0, 0, 0),
glm::vec3(0, 1, 0)
);

auto mvp = perspectiveMatrix * viewMatrix * modelMatrix;

glUniformMatrix4fv(gMVPLocation, 1, GL_FALSE, &mvp[0][0]);


If I only pass the model matrix to the shader, the correct faces cull. But if I am passing the MVP matrix, the front faces are culled while the back faces are rendered. Not sure why this would cause this issue, but my vertices are defined in ccw winding order and work perfectly fine if I don't use a view or perspective matrix. I'm clueless as to why this doesn't work here.







c++ opengl glfw






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asked Nov 22 '18 at 18:17









PotatoPotato

264




264













  • You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

    – Ripi2
    Nov 22 '18 at 19:26





















  • You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

    – Ripi2
    Nov 22 '18 at 19:26



















You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

– Ripi2
Nov 22 '18 at 19:26







You should visualize in your mind (or paper) where a triangle is (its coordinates) after scaling & rotating, as seen from the camera you set with lookAt. I guess you'll see the back-face. Notice z-coord will be < 0.

– Ripi2
Nov 22 '18 at 19:26














1 Answer
1






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oldest

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3














When you don't have any transforms (i.e., you supply coordinates directly in clip space) and a standard depth buffer, you have a left-handed coordinate system where the z-axis points away from the viewer. By applying a model matrix with positive determinant (like rotations or positive scalings), you do not change the orientation.



If you use the view-projection matrix from glm, you have a right-handed coordinate system where the z-axis points towards the viewer. Hence, your model will revert its orientation. To solve the problem, either revert the orientation of your faces or set the direction of your front sides using glFrontFace.






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  • Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

    – Potato
    Nov 22 '18 at 21:33











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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes









3














When you don't have any transforms (i.e., you supply coordinates directly in clip space) and a standard depth buffer, you have a left-handed coordinate system where the z-axis points away from the viewer. By applying a model matrix with positive determinant (like rotations or positive scalings), you do not change the orientation.



If you use the view-projection matrix from glm, you have a right-handed coordinate system where the z-axis points towards the viewer. Hence, your model will revert its orientation. To solve the problem, either revert the orientation of your faces or set the direction of your front sides using glFrontFace.






share|improve this answer
























  • Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

    – Potato
    Nov 22 '18 at 21:33
















3














When you don't have any transforms (i.e., you supply coordinates directly in clip space) and a standard depth buffer, you have a left-handed coordinate system where the z-axis points away from the viewer. By applying a model matrix with positive determinant (like rotations or positive scalings), you do not change the orientation.



If you use the view-projection matrix from glm, you have a right-handed coordinate system where the z-axis points towards the viewer. Hence, your model will revert its orientation. To solve the problem, either revert the orientation of your faces or set the direction of your front sides using glFrontFace.






share|improve this answer
























  • Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

    – Potato
    Nov 22 '18 at 21:33














3












3








3







When you don't have any transforms (i.e., you supply coordinates directly in clip space) and a standard depth buffer, you have a left-handed coordinate system where the z-axis points away from the viewer. By applying a model matrix with positive determinant (like rotations or positive scalings), you do not change the orientation.



If you use the view-projection matrix from glm, you have a right-handed coordinate system where the z-axis points towards the viewer. Hence, your model will revert its orientation. To solve the problem, either revert the orientation of your faces or set the direction of your front sides using glFrontFace.






share|improve this answer













When you don't have any transforms (i.e., you supply coordinates directly in clip space) and a standard depth buffer, you have a left-handed coordinate system where the z-axis points away from the viewer. By applying a model matrix with positive determinant (like rotations or positive scalings), you do not change the orientation.



If you use the view-projection matrix from glm, you have a right-handed coordinate system where the z-axis points towards the viewer. Hence, your model will revert its orientation. To solve the problem, either revert the orientation of your faces or set the direction of your front sides using glFrontFace.







share|improve this answer












share|improve this answer



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answered Nov 22 '18 at 18:35









Nico SchertlerNico Schertler

25.2k42350




25.2k42350













  • Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

    – Potato
    Nov 22 '18 at 21:33



















  • Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

    – Potato
    Nov 22 '18 at 21:33

















Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

– Potato
Nov 22 '18 at 21:33





Just had my z coords of my model wrong, didn't realize -z is away from camera and was storing vertices as if further away was +z.

– Potato
Nov 22 '18 at 21:33


















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