i tried with pixel bender 3d and hardcoding with the same result. My code for the vertex:
var
"sub vt1, vt0, vc4\n" +
"mov op, vt1 \n" +
"mov v0, va1\n";
_context3D.setProgramConstantsFromMatrix( Context3DProgramType.VERTEX, 0, camTransform,
_context3D.setProgramConstantsFromVector(
Context3DProgramType.VERTEX, 4, Vector.<Number>([0.5,0.0,0,0]));
All i want is a translation of the vertex (sub...) after the multiplication by a matrix (m44...). The result : the program translate the point and then multiply the result by the matrix.
Hi Penael,
Giving your vertex program a shot in my test program and I get the correct order of operations (matrix multiply first, then translation). Do you happen to have a test that can show the issue for me? You can post it here or email if to me directly at aaronc@adobe.com.
Thanks!
North America
Europe, Middle East and Africa
Asia Pacific