At the moment, I convert the vec3 to vec4, multiply it with the matrix, and then cast it back to vec3
Code:
glm::vec3 transformed = glm::vec3(matrix * glm::vec4(point, 0.0))
It works, but I think it is not the good way to calculate it. Is it possible to apply a mat4 on a vec3, without casting it to vec4 and back?
