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Home/ Questions/Q 4266540
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Editorial Team
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Editorial Team
Asked: May 21, 20262026-05-21T06:46:27+00:00 2026-05-21T06:46:27+00:00

I have a line in a vertex shader gl_Position = gl_ModelViewProjectionMatrix * vertex; I

  • 0

I have a line in a vertex shader

gl_Position  = gl_ModelViewProjectionMatrix * vertex;

I need to do the same computation without a shader, like:

float vertex[4];
float modelviewProjection[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelviewProjection);
glMatrixMode(GL_PROJECTION_MATRIX);
glMultMatrixf(modelviewProjection);


for ( counter = 0; counter < numPoints; counter++ )
{

    vertex[0] = *vertexPointer + randomAdvance(timeAlive) + sin(ParticleTime); 
    vertex[1] = *( vertexPointer + 1 ) + randomAdvance(timeAlive) + timeAlive * 0.6f;
    vertex[2] = *( vertexPointer + 2 );
    glPushMatrix();
    glMultMatrixf(vertex);

    *vertexPointer = vertex[0];
    *( vertexPointer + 1 ) = vertex[1];
    *( vertexPointer + 2 ) = vertex[2];
    vertexPointer += 3;
    glPopMatrix();

}
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  1. Editorial Team
    Editorial Team
    2026-05-21T06:46:28+00:00Added an answer on May 21, 2026 at 6:46 am

    If you have no suitable vector/matrix library, look into GLM (it can do that kind of thing without any fuss).

    If you want to do it manually, the components of the transformed vector are the dot products of the respective rows in the matrix and the untransformed vector. That is because a vector can be seen as a matrix with one column (then just apply the rules of matrix multiplication).

    Thus, assuming OpenGL memory layout, that would be:
    x = x*m[0] + y*m[4] + z*m[8] + w*m[12], y = x*m[1] + y*m[5] + z*m[9] + w*m[13], etc.

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