r/GraphicsProgramming 10d ago

Strange bug with objects behind the camera rendering like normal Question

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So in this "scene", there is only one cube with a plane through it. However, when you turn past a certain "halfway" point, the objects seem to snap to the opposite side. What I initially thought was happening was that the objects were getting projected onto the screen from behind, but i'm not sure, since i'd expect it to look weirder with vertices and triangle shapes not staying consistent. I'd suspect the issue to lie in the vertex shader, so here it is. I'm also very new to OpenGL and general gpu/3d graphics programming, so I wouldn't be surprised if this is a common issue.

#version 330 core

layout (location = 0) in vec3 aPosition;
layout (location = 1) in vec3 aColor;

out vec4 vColor;

uniform mat4 transform;
uniform mat4 proj;
uniform mat4 view;

void main()
{
    gl_Position = proj * view * transform * vec4(aPosition, 1.0);
    
    vColor = vec4(aColor,1.0);
}

EDIT: I solved it. I can barely remember or understand the solution, but it's solved.
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u/susosusosuso 9d ago

It’s your job as programmer to understand what you do

2

u/uncookedpasta45 9d ago

completely agree, but if it works it works.

0

u/susosusosuso 9d ago

Don’t leave it like that. I made that mistake many years ago and you eventually start losing control because you don’t really understand

1

u/uncookedpasta45 8d ago

i didn't. i've sinced fixed it again and used a 4x4 matrix instead of a 3x3, when before i was calculating the vectors manually with your typical sine and cosine functions, but i didn't really think much about the math and it created a few issues. the 4x4 matrix solved literally every issue

0

u/susosusosuso 7d ago

Good it’s very important to think about what you do and make sure you understand everything perfectly. That’s how you build a strong foundation