[c++] glm rotate usage in Opengl

I noticed that you can also get errors if you don't specify the angles correctly, even when using glm::rotate(Model, angle_in_degrees, glm::vec3(x, y, z)) you still might run into problems. The fix I found for this was specifying the type as glm::rotate(Model, (glm::mediump_float)90, glm::vec3(x, y, z)) instead of just saying glm::rotate(Model, 90, glm::vec3(x, y, z))

Or just write the second argument, the angle in radians (previously in degrees), as a float with no cast needed such as in:

glm::mat4 rotationMatrix = glm::rotate(glm::mat4(1.0f), 3.14f, glm::vec3(1.0));

You can add glm::radians() if you want to keep using degrees. And add the includes:

#include "glm/glm.hpp"
#include "glm/gtc/matrix_transform.hpp"