I try to transform two 3D objects separately and I failed, it seems each translation is apply to both objects . They are translating together. And what really confusing is t1,which is scaling,it applys to only one object successfully , but its translation ,t2 affects itself and also the another object ,and so do the translation t1 .Any help is appreciated. The important codes :
gl.bindVertexArray(vao2);
var t1 = mat4(2.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 2.0, 0.0,
0.0, 0.0, 0.0, 1.0);
var t2 = translate( 0.0, -0.5, 0.0 );
let changedmodelMatrix1 = mat4(1.0)
changedmodelMatrix1 =mult(t2,mult(t1,modelMatrix));
let changedMvpmodelMatrix1 = mult(mult(projectionMatrix, viewMatrix), changedmodelMatrix1);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp1"),
gl.FALSE,
flatten(changedMvpmodelMatrix1));
gl.drawArrays(gl.TRIANGLES, 0, 18);
gl.bindVertexArray(vao1);
var t3 = translate(0.0, 0.3, 0.0);
let changedmodelMatrix2 = mat4(1.0);
changedmodelMatrix2 = mult(t3,modelMatrix);
let changedMvpmodelMatrix2 = mult(mult(projectionMatrix, viewMatrix), changedmodelMatrix2);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp2"),
gl.FALSE,
flatten(changedMvpmodelMatrix2));
gl.drawArrays(gl.TRIANGLES, 0, vertexCounter);
html:
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_teapotposition;
uniform mat4 u_mvp1;
uniform mat4 u_mvp2;
void main() {
gl_Position = u_mvp2 *
a_teapotposition
+
u_mvp1 *
vec4(a_position, 1.0)
;
You don't need 2 attributes and 2 matrix uniform variables.
Create a simple shader program:
layout(location = 0) in vec3 a_position;
uniform mat4 u_mvp;
void main()
{
gl_Position = u_mvp * a_position;
}
Bind the Vertex Array Object and set the uniform before drawing the object:
gl.bindVertexArray(vao2);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp"),
gl.FALSE,
flatten(changedMvpmodelMatrix1));
gl.drawArrays(gl.TRIANGLES, 0, 18);
gl.bindVertexArray(vao1);
gl.uniformMatrix4fv(
gl.getUniformLocation(program, "u_mvp"),
gl.FALSE,
flatten(changedMvpmodelMatrix2));
gl.drawArrays(gl.TRIANGLES, 0, vertexCounter);