矩阵必须用单位矩阵初始化,否则不会显示出图像
glm::mat4 transform=glm::mat4(1.0f);
以下的transform代表先平移后旋转,和定义的顺序是相反的
transform = glm::rotate(transform, (GLfloat)glfwGetTime() * 10.0f, glm::vec3(0.0f, 0.0f, 1.0f));
transform = glm::translate(transform, glm::vec3(0.5f, -0.5f, 0.0f));