Hello,
I noticed a positioning issue today when working with an FBO and Shader. I’m simply calling ofDrawCircle(ofGetMouseX(), ofGetMouseY(),radius) into and FBO then into a Shader. The X axis will be correct but the Y axis is reversed. However, when I std::cout << mouseX << mouseY I get the correct Y mouse information. So then I went on the check just drawing the FBO itself and found that the Y axis was correct! Now, I checked writing the shader over the FBO and noticed the Y axis reversal. My shader.vert is as follows:
#version 120
void main()
{
gl_Position = ftransform();
}
I’m not a shader expert so I’m curious am I doing something incorrectly to the positioning by calling fftransform?
Thanks for any help!