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sQuid

Vertex Vectors

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I am having some problems with some "camera" transformations, much of which might be due to the fact that I''m not sure whether opengl matrix transformations act on column vectors v so that v -> Mv for a 4x4 matrix M or whether each vertex is represented by a row vector so v -> vM I have been looking at The OpenGL Superbible which is completely ambiguous on the subject saying either "don''t worry about the math, opengl takes care of all that for you" or v -> vM for a column vector v. (you''d think if you were writing a book on 3d graphics that you''d at least understand matrix notation) anyway, excuse the rant.

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The superbible is pretty informal about most of that stuff. Just keep a consistent system going, and it should work out. Note: opengl stores matrices in column-major order, so if you do a glGetMatrix or glMultMatrix, keep that in mind.

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