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parasolstars

OpenGL OGL matrix or custom matrix lib?

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Hi Working with fixed function opengl/opengl es, which of the following is preferred dealing with rigid body inertia matrix calculations? a) If the ogl implementation allows reading from matrix stack, do these calculations via glLoadMatrix(), glRotate(), glMultMatrix(), etc. and get the result. But I remember this is slow. b) If the ogl implementation does not allow reading from matrix stack, integrate a custom matrix library to do rotation/inertia matrix multiplications. While not difficult, such approach doesn't take advantage of potential hardware matrix transform. In either case, when rendering, send the rigid body matrix via glLoadMatrix(); thx

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Quote:
Original post by parasolstars
Hi

Working with fixed function opengl/opengl es, which of the following is preferred dealing with rigid body inertia matrix calculations?


a) If the ogl implementation allows reading from matrix stack, do these calculations via glLoadMatrix(), glRotate(), glMultMatrix(), etc. and get the result. But I remember this is slow.


Passing GL_MODELVIEW_MATRIX to glGet* will return the modelview matrix as an array of 16 values.

Quote:

b) If the ogl implementation does not allow reading from matrix stack, integrate a custom matrix library to do rotation/inertia matrix multiplications. While not difficult, such approach doesn't take advantage of potential hardware matrix transform.


This is probably the direction I would go.

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