Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Coluna

Vector transformation - vector*matrix

This topic is 5276 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi; Im using shadow volumes in my engine, and to calculate the silhouetes i must have the verts stored in world space..so this way i can get the new face''s normal and dist when a mesh moves or animates....but to do that, im doing a lot of vector*matrix...first i should calculate the vert pos to that frame, and multiply it by the object''s orientation...then i should do that for normal and binormal (tangent im getting with cross product, but i read somewhere that binormal and tangent must not be orthogonal)...with the verts in world space, now i have to calculate the faces normals and distances from origin...its a lot of calculation, and for a lot of animated meshes, it seems to be very slow...did anybody has some ideas or suggestions about this task?

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!