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# 3x3 rotation matrix to 4x4?

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Ok, in my previous post: http://www.gamedev.net/community/forums/topic.asp?topic_id=63943 I couldnt figure it out, but in all the code i can find on the net they just read that info into a 3x3 matrix and that is the transformation matrix. So say i fill up a 3x3 amtrix with this transform info, how would i use that with ad3d 4x4 matrix? just fill in the 4x4 from [0-2][0-2] and then set the rest 0 (except the corner one, [4][4]?) ByteMe95::~ByteMe95() Cerebrum Software

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quote:
Original post by ByteMe95

just fill in the 4x4 from [0-2][0-2] and then set the rest 0 (except the corner one, [4][4]?)

I''m not sure if that''s correct (), but it is what I do when I convert quaternions to a 4x4 matrix. It seems to work just fine for me.

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It is correct. It has the effect of maintainin scale, though for efficiency you would like to place your tranlation values along the bottom row (in a row-major matrix). ie, [3][0-2] = {tx, ty, tz} (where tx, ty and tz are x- y- and z-axis translation values respectively).

I know this is a typo, but the corner element is [3][3], not [4][4].

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