Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

ByteMe95

3x3 rotation matrix to 4x4?

This topic is 6112 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

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

Share this post


Link to post
Share on other sites
Advertisement
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].

Share this post


Link to post
Share on other sites

  • 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!