Actually it is in TODOs but since I'm not working on Vulkan yet, I can't test it. Currently I'm working on a render engine (http://github.com/recp/gk) which is based on OpenGL. In the future I'll implement Vulkan API, I can't work on it until that time.
If anyone want to implement it before me, it would be appreciated. Otherwise I will postpone this until I implemented Vulkan in my render engine.
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Excellent! But in the future we should provide OPTION macro as your first proposal like glm e.g. GLM_DEPTH_ZERO_TO_ONE, GLM_FORCE_LEFT_HANDED
My main concern is this requires extra CPU cycles and memory :-S also makes codes more complex, I don't think someone would want to extra matrix multiplication
Traditional OpenGL behavior is:
glClipControl (GL_LOWER_LEFT, GL_NEGATIVE_ONE_TO_ONE);
Direct3D behavior can be achieved through:
glClipControl (GL_UPPER_LEFT, GL_ZERO_TO_ONE); // Y-axis is inverted in D3D
I may try to change my render engine's NDC by glClipControl to implement Vulkan NDC later. Hope glClipControl is doing what I'm thinking.
Since there are a lot of things to do in importer, renderer and cglm... I can't give a deadline for NDC configurations :( but I'll start working on it. I created a branch called ndc, maybe we should start implement Vulkan NDC asap. I will push Vulkan NDC related stuff to this branch. If you or/and others want to help to implementation (by codes, by comments, by reviews, especially testing it...), it would boost the process.
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Originally posted by: recp
It would be great to have that feature!
Actually it is in TODOs but since I'm not working on Vulkan yet, I can't test it. Currently I'm working on a render engine (http://github.com/recp/gk) which is based on OpenGL. In the future I'll implement Vulkan API, I can't work on it until that time.
If anyone want to implement it before me, it would be appreciated. Otherwise I will postpone this until I implemented Vulkan in my render engine.
Originally posted by: cheako
From my research this should adjust OpenGL NDC to Vulkan NDC.
Originally posted by: recp
Excellent! But in the future we should provide OPTION macro as your first proposal like glm e.g. GLM_DEPTH_ZERO_TO_ONE, GLM_FORCE_LEFT_HANDED
My main concern is this requires extra CPU cycles and memory :-S also makes codes more complex, I don't think someone would want to extra matrix multiplication
Actually I don't need to Vulkan to implement ZER_TO_ONE check this answer:
https://stackoverflow.com/a/21841924/2676533
I may try to change my render engine's NDC by
glClipControlto implement Vulkan NDC later. HopeglClipControlis doing what I'm thinking.Since there are a lot of things to do in importer, renderer and cglm... I can't give a deadline for NDC configurations :( but I'll start working on it. I created a branch called ndc, maybe we should start implement Vulkan NDC asap. I will push Vulkan NDC related stuff to this branch. If you or/and others want to help to implementation (by codes, by comments, by reviews, especially testing it...), it would boost the process.