Hello!
If I do this:
uniform mat3 R;
void vertex()
{
VERTEX = R * VERTEX;
}
The mesh disappears even though matrix R (when visualized in shader paramerers section) is identity matrix. So it shouldn't modify VERTEX.
And when I do this:
uniform mat4 R;
void vertex()
{
VERTEX = (R * vec4(VERTEX, 0.0) ).xyz;
}
It is the same effect. The mesh disappears.
Also, the mat4 data type is visualized in the editor not as 4x4 but as 4x3 matrix. And this is not quite clear. We cannot multiply 4x3 by 4x1. Is what we see in the editor properties is actually 4x3 transposed?
Why does a mesh disappear after VERTEX = R * VERTEX
with R being identity matrix?