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Why different world matrices?

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This link is to an article about a game that had a different coordinate system for just about avery few meters of terrain.

http://www.drizzle.com/~scottb/gdc/continuous-world.htm

The same applies to world matrices. Well object matrices really.

You have a hand in your app? it has a world martix? Fine - but does each finger have one or do they inherit the hands and modify it by their own finger matrix?

You can have a single world system to base all your coordinates on but it is hard - especially with regard to things that influence each other or are dependant on something else for coordinates (ie the finger-hand thing).

As for the Macro you were reffering to - i don't know. I have not used it.

Regards

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Quote:
Original post by Chad Seibert
I see. So, it basically the orientation for all objects in the visible world. But isn't there a risk there could be more than 256 objects visible, each with their own world matrix?


The purpose is not using them for multiple objects, but for one single object (that is, a vertex buffer) whose vertices have weight information.
You would set the "world matrices" (which would in fact be animation matrices) that your animation system spit out and your animated model would be rendered with the appropriate pose instead of the classical "jesus pose" (in addition to be coorectly positionned in the world)

Look up animation and skinning to find out more.

JA

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