Jump to content
  • Advertisement
Sign in to follow this  
tonald

Matrix of transformation

This topic is 3429 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I don't understand why the matrix of translate X matrix of rotation. d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateB*matRotateYB)); As I know, translation should be added to the original coordinates.

Share this post


Link to post
Share on other sites
Advertisement
Translation means adding, yes. If you use affine co-ordinates, then you can "see" the plus operator directly. Now, usual APIs use homogeneous co-ordinates. As you should know from matrix math, multiplying 2 matrices is an operation of summing up products of scalars. Homogeneous co-ordinates exploit this: They enforce the one product member to be 1 and the other to be the translational offset, and then use the internal sum for the said addition. Search the Inet for "homogeneous co-ordinates" to become familiar with that.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!