Is there a difference between GLSL/GLM and Python/numpy when it comes to 4×4 matrix multiplication?
Basically, this works: glUniformMatrix4fv(glGetUniformLocation(self.shader.program, "projection"), 1, GL_FALSE, self.P) glUniformMatrix4fv(glGetUniformLocation(self.shader.program, "view"), 1, GL_FALSE, self.V) glUniformMatrix4fv(glGetUniformLocation(self.shader.program, "model"), 1, GL_FALSE, self.M) #version 330 core layout (location=0) in vec3 vertexPos; layout (location=1) in vec2 vertexTexCoord; layout (location=2) in vec3 vertexNormal; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec2 fragmentTexCoord; void main(){ gl_Position = projection * view… Read More Is there a difference between GLSL/GLM and Python/numpy when it comes to 4×4 matrix multiplication?