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Cornstalks

Row vs Column Major Matrices: Most Useful?

8 posts in this topic

I'm working on a C++11-based math library (for fun) and am thinking about matrices lately. First, I know the difference between row and column major. That's not my question.

 

My questions are:

  • How often do you program in a row/column major dependent way vs how often do you program in a row/column major agnostic way? (for me, I've only found row/column majorness to only matter when passing matrices to my shaders... how often does the importance of row/column majorness pop up for you?)
  • What majorness do you most often use?
  • Have you ever needed to support both row and column major matrices (in the same program)?
  • If you have supported both row and column major matrices, what's your preferred way of distinguishing between the two? Postfixing a "_r" or "_c" on the end of the type name? Adding a template parameter?

 

I'm just trying to think of "the real world" when making this...

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Huh. Awesome. I had never thought of the mathematical notation. I was going to use column-major notation (u = M * v) because that's standard mathematical notation, but let the matrix be either row or column major...

 

Well that settles it for me. Column major only for my little math library. Thanks guys!

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Before you're dead set on using column-vectors, check what your shaders use, because, oh joy, HLSL uses row vectors and GLSL column vectors AFAIK, another major difference (pun indended).

Personally I find reading the transformation sequence with row vectors easier (left to right, world, view, projection). I wonder what people with right-to-left languages (hebrew, arabic) think about that wink.png

 

Edit: Correction, HLSL can use both, see below.

Edited by unbird
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You can also use column vectors in hlsl if you want to. Just setup you matrices accordingly... This is always a funny conversation since anyone from a math background will be more used to the column vector convention while occasionally non-math-programmers (a concept I never managed to understand :p) argue that "row vectors are the programmers convention" since the transforms appear in the "right order".

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Before you're dead set on using column-vectors, check what your shaders use, because, oh joy, HLSL uses row vectors and GLSL column vectors AFAIK, another major difference (pun indended).

Really? So HLSL uses row vectors but (defaults to) column-major matrices?

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Before you're dead set on using column-vectors, check what your shaders use, because, oh joy, HLSL uses row vectors and GLSL column vectors AFAIK, another major difference (pun indended).

Really? So HLSL uses row vectors but (defaults to) column-major matrices?

HLSL defaults to column-major matrix storage.This is completely unrelated to the use of row or column vectors. IIRC HLSL supports both column- and row vectors. Fun fact: if you store a Matrix used with a column vector system in row-major order and load it in column-major order it is now an equivalent matrix for a row vector system as it was transposed ;)

Edited by l0calh05t
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HLSL defaults to column-major matrix storage.This is completely unrelated to the use of row or column vectors.

But it is related, at least that was the whole point behind Hodgman's and tivolo's posts, if I understood them correctly.

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