Hi,

i’m trying to manually set a matrix from a cameraCOMP on a glsl MAT as a mat4 uniform. There is a matrices uniforms page on the glslMAT but it does not seem to work as i expected (or hoped). Unfortunately there is no mention of how to use the matrices panel here and the type of matrix the field is expecting is blank in the documentation.

I expected that putting an expression to a tdu.Matrix object (like below) in this field would be the obvious thing to do but this doesnt work for some reason.

`op('someGeomComp').localTransform`

I even looked into providing a 4x4 DAT and trying to manually update the correct cells with values from the tdu.Matrix but thought that was madness and there must be a better way (ie what is the tdu.Matrix class for if you cant pass one to a vertex shader?).

This is a trivial (and essential) thing to do in any other graphics tool i’ve come across (OF, Cinder, Unity, Threejs, Unreal, regl, nannou etc.). So i’m hoping i’m missing something obvious. Any help would be appreciated as this has been quite frustrating. Perhaps coming from graphics programming isn’t helping me and theres a more ‘Touchdesignery’ way of doing this.

Thanks.

Ps. to avoid confusion:

I do not want the matrices of the currently rendering camera in the vertex shader (I can see TDMats is used for this). I need the inverse view matrix of a seperate camera/geometry object that represents the transform of physical point cloud sensor so I can reproject the point cloud points correctly based on the physical camera position.