scene graph system with the inverse

Started by
0 comments, last by Oluseyi 17 years, 6 months ago
Im trying to really grasp the idea of using a graph system so i can better control the interaction between objects and their space realtionships. I understand the basic idea of simple graph systems like this one glpushmatrix(); glMultMatrix(rotateboxmatrix); drawbox(); glpushmatrix(); glTranslate(box-part-to-box_matrix); glPopmatrix(); glPOpMatrix(); But i cant completely understand how inverse matrices come into play so i can setup a any object and do rotations with respect to anything anywhere. I cant attain complete functionailty of my graph system when using inverses cause i dont understand the inverse realtionship with respect to the modelview. I want to have the viewing transform attached to an object, and then have that object translate through the world. When the object translates, the viewing transform should stay with it, giving it a camera effect if you will. If the first thing i do is place the inverse camera postion&orientation, then i should be ablt to draw the object. Next i would have to multiply the modelview by the objects inverse to be able to manipulate/draw on the world. I understand this in theory, but i need help with the actual implementation. Can anyone give me some sort of scene graph similar to this (actual code or ideas? I ma using gmtl to invert and store matrices, if nayone could give me any help whatsoever, feel free. thanks
Advertisement
Cross-post.

This topic is closed to new replies.

Advertisement