transformations (backwards the same?)

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3 comments, last by phueppl1 23 years, 9 months ago
hi again... following question: I use the bone animating system for my animations. Now if i draw the model an transform from a parent to child..is there a way to get to the parent again, without having to LoadIdenty(); ? Or, in a otherway asked... how do i turn a matrix around, to get me to the place i came from? I know, maybe a bit hard to understand ''cause i''m not that good at explaining...ok? thx, Phil
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
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You should use the matrix stack:
glPushMatrix, glPopMatrix
if your using D3D you can use D3DMatrixStack or something like that I belive, or just make your own with a class or a struct

Im Always Bored
--Bordem
ICQ: 76947930
Im Always Bored--Bordem ICQ: 76947930
Here is a very bad suggestion (OOPS!)
Calculate Matrix Inverse and reapply it.
There is no problem so complicated that it cannot be complicated further.
Aha, that''s what push & popmatrix is for *g*

didn''t know that bevor.... thx alot..

(aanand: yes, i already thought of that *g*)

Phil
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )

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