I believe I might have found solution; calling gl::rotate() or gl::transform() before drawing the mesh seems to solve this. Not sure if this is a good way , Ideally I’d like to manipulate the mat4 by multiplication to achieve rotation/translate…
Thanks for the reply. I have tried using gl::multModelMatrix with a mat4, however, I was getting errors when trying to apply rotation to the mat4, i.e.:
error: no match for ‘operator*=’ (operand types are ‘glm::mat4’ {aka ‘glm::mat<4, 4, float, glm::packed_highp>’} and ‘void’)
64 | my_matrix*=rotate(0.5,vec3(1.0,0.0,0.0));
Do you know how i can overcome this? Strangely enough, the Picking3DApp seems to use the same method . But it doesn’t compile when I try to use that in my project