OpenGl coordinate systems for PBO and screen [eng]
At work I recently was asked why I inverted the y-Axis for rendering to PBOs like: const glm::mat4 invert = glm::scale(glm::mat4(1),1.f,-1.f,1.f); glm::mat4 MVP = invert * P * V * M; The answer is the OpenGl coordinate system of the screen is different from the assumed memory layout of images. While a PBO is … [Read more…]