I want to keep the object permanently at a certain distance from the camera. How i can made this? I tried this:
vec3 obj_pos = -cam->Get_CameraPos() ;
obj_pos .z -= 10.0f ;
...
o_modelMatrix = glm::translate(o_modelMatrix, obj_pos);
but it's not working; The object simply stands on the determined position and not moving
Full code of render:
void MasterRenderer::renderPlane() {
PlaneShader->useShaderProgram();
glm::mat4 o_modelMatrix;
glm::mat4 o_view = cam->Get_ViewMatrix();
glm::mat4 o_projection = glm::perspective(static_cast<GLfloat>(glm::radians(cam->Get_fov())),
static_cast<GLfloat>(WIDTH) / static_cast<GLfloat>(HEIGHT), 0.1f, 1000.0f);
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID, "projection"), 1, GL_FALSE, glm::value_ptr(o_projection ));
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID, "view"), 1, GL_FALSE, glm::value_ptr(o_view ));
vec3 eye_pos = vec3(o_view [3][0], o_view [3][1], o_view [3][2]); //or cam->getCameraPosition();
glm::vec3 losDirection = glm::normalize(vec3(0.0f, 0.0f, -1.0f) - eye_pos);
vec3 obj_pos = eye_pos + losDirection * 1.0f;
b_modelMatrix = scale(o_modelMatrix, vec3(20.0f));
b_modelMatrix = glm::translate(b_modelMatrix, obj_pos );
glUniformMatrix4fv(glGetUniformLocation(PlaneShader->ShaderProgramID,
"model"), 1, GL_FALSE, glm::value_ptr(o_modelMatrix));
...
/// draw