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OpenGL convention: column vector. For example Translation:
| 1 0 0 Tx | | x |
| 0 1 0 Ty | * | y |
| 0 0 1 Tz | | z |
- OpenGL and glm store transposed matrices (=> column major) but keep follow the M . x convention instead of x' . M' therefore their * is inversed and on my side I have to follow x' . M since I follow scilab matrix product.
- I would remove the transposed computation inside Transform.hpp and transformable.hpp + camera.cpp
- In addition vector * vector should be like Scilab: dot product + check about dimensions. The * is in fact a component product.
- I would make Vector be column or row: template <T, n, m> vector + check if n or m are 1. => ColumnVecor<T, n> = Vector<T, n, 1>
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