Sign in to follow this  
haubi

From Camera Space to Model Space

Recommended Posts

haubi    122
Hi , it is possible to transform vertices from camera space to model space only with the inverse of the current Model-View-Matrix ?

Share this post


Link to post
Share on other sites
haegarr    7372
The MODELVIEW matrix is a composition of the global-to-view (VIEW) and local-to-global (MODEL) frame transformations, where the said VIEW matrix is the inverse of the camera matrix
V == C-1
so that
V * M == C-1 * M

Now, inverting this yields in
( C-1 * M )-1 = M-1 * C
what transform from camera space over the global space into the model space.

[Edited by - haegarr on August 19, 2008 10:32:42 AM]

Share this post


Link to post
Share on other sites
haubi    122
its possible only with the inverse of the Current Modelview matrix to get vertices from camera space to model space ? How to get only the View matrix and Model matrix in opengl ?

Share this post


Link to post
Share on other sites
haegarr    7372
Quote:
Original post by haubi
its possible only with the inverse of the Current Modelview matrix to get vertices from camera space to model space ?

Err, I've argued in my answer above that it is possible. Perhaps you misunderstand my explanation due to the writing of the 2 matrices. So I formulate it another way. The overall MODELVIEW matrix MV is the product of the inverse camera transformation and the local-to-global model transformation
C-1 * M =: MV
so that its inverse
MV-1 = M-1 * C
actually does what you want it to do.

Quote:
Original post by haubi
How to get only the View matrix and Model matrix in opengl ?

In OpenGL there is the composed MODELVIEW matrix; the VIEW and MODEL portions are not available separately. You have to deal yourself with the particular matrices.

Share this post


Link to post
Share on other sites
maxest    623
Quote:

In OpenGL there is the composed MODELVIEW matrix; the VIEW and MODEL portions are not available separately. You have to deal yourself with the particular matrices.

Or you might leave away this horrible matrices-stack and do all the transformations by yourself :) This increases the ease of portability ogl code into d3d & vice versa

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this