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Reflection Matrix

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Hello, Can anyone give me some ideas how to calculate a reflection matrix that generates a reflection transform of a arbitrary vector/place? Thanks! Nachi

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The DirectX docs give the reflection matrix.

You can do it yourself as well. Just derive the reflection formula for a vector. Then apply this to the standard basis vectors to get the columns of the matrix. For points, it is similar, but there will be a translation involved also, but this can be handled by a matrix, too, if you augment to homogeneous coordinates.

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