Jim Helman (jimh++at++surreal)
Thu, 14 Oct 93 14:45:29 -0700
Looks OK.
If you will be doing lots of these (and I do mean lots),
it might be more efficient to retain the desired
rotation, scale and translations separately and combine
them into the DCS matrix, thereby avoiding the pfSqrt in
pfNormalizeVec3. Rotations are comparatively expensive
as well because of the pfSinCos.
As a reminder: there are (at least) two issues with
non-uniform scales.
1) They slow down the rendering of lighted
geometry because normals must be renormalized
in the graphics pipe.
2) In Performer 1.0/1.1, bounding cylinders
around segments in intersection traversals
(pfSegsIsectNode, pfChanPick) will not be
transformed properly.
rgds,
-jim helman
jimh++at++surreal.asd.sgi.com
415/390-1151
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:50:03 PDT