Unity-like transform component

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9 comments, last by cadjunkie 10 years, 1 month ago

I've never messed around with Unity, but I would store the world rotation matrix separately and postmultiply the rotation component matrix onto the world rotation matrix before drawing (Rot * World = MV). If I need to rotate in the world coordinate frame, I could premultiply the rotation matrix with the new matrix ([Rot * NewWorld] * World = MV). If I need to multiply in the local frame, I would postmultiply ([NewLocal * Rot] * World = MV).

Hope that helps spark discussion.

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