>info on how to use transformation matrices in graphics APIs without any libraries is rare>usually it's wrongThis may look like awooBut it is actually a reee
graphics API is a library, right ?you can multiply a matrix with another matrix or a vector(a point is also a vector) so just use multiplication and you are good
>>551549But it takes a complex composition of matrices to achieve the correct result, and a proper vertex shader to match.
>>551550transformations 101if you want to make a composite transformation from multiplke matrices the order how you multiply can affect the final result,you need to do it backwards of what you want to achieve, when it comes to vertex shader, you probably need to transform from object space to world space than modify custom stuff,then transform to clip space and then it should be done
>>551552Why are you reciting transformations 101?Snippets of basic information aren't useful in the slightest for trying to correct the mistakes in an almost-complete setup.
>>551554give a concrete problem and i will try to help, dont expect exact stuff without a proper question
>>551556I found this older thread I made which goes into more detail:>>>/g/58857102
>>551547what the fuck are you talking about, every book on graphics has that.
>>551648Name one that I can possibly read online, which goes into full detail (all the information you need) rather than a brief overview.
>>551547That's because you're searching in programming or graphics stuff but it's basic linear algebra, which is why they don't bother explaining it.
Here you go anon, basic cg math guidehttps://www.scratchapixel.com
>>551585>Vulkan shouldn't be full of worst practices, yetI got a feeling there is worst practices in there from bad ideas.I.E True triple buffering setups apparently need to be hand coded, and isn't setup by defaultCode examples might be okay, but there is still a lot of horrible practices that comes from "Lets do the old that 1:1"
>>551686this shit is riddled with typosis it really a good learning source?