Simply put, I'm learning OpenGL and am starting to learn about transform matrices. Below is my current code:
glm::vec4 myPosition(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec3 rotationAxis(0.0f, 1.0f, 0.0f);
glm::mat4 scalar = glm::scale(glm::vec3(1.0f, 1.0f, 1.0f));
glm::mat4 rotator = glm::rotate(360.0f, rotationAxis);
glm::mat4 translator = glm::translate(glm::vec3(1.0f, 1.0f, 1.0f));
glm::mat4 transform = translator * rotator * scalar;
myPosition = transform * myPosition;
As far as I can tell, I'm doing this in the correct order: Scale -> Rotate -> Translate. So, I have the scale set to do nothing because I don't actually want it to scale anywhere (for simplicity sake).
Next, I set rotate to 360.0f on (correct me if I'm wrong) the Y axis. This should return to the original point, at least that's what I would think from a 360 degree rotation around a singular axis.
Then, I set it to translate 1 unit in every direction to make sure it moves.
After finishing this all, I have commented out the rotator line, and it works fantastic, even if I change the scale. However, whenever I add in the rotate line the final position is not a normal 360 degree rotation?
I have configured my program to output the position vector both before transforms and after.
The before position is (1, 1, 1)
The after position is (1.67522, 2, -0.242607).
I have been struggling to find my error, literally all day so if anyone can help me find what I'm doing wrong, it would be greatly appreciated!!