getting transformation matrix

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Ricardo Galli (gallir++at++anim.uib.es)
Tue, 9 Nov 93 18:36:11 GMT


I'm going to ask many thing. Let me present an example.

We (with a student) have a scene composed by the root,
four DCS and one GeoDesc belonging to each DCS (I mean,
children of the DCSs).

We are modifying the DCS in order to animate the objects.
Because we have to do a special collision checking (between
solids) of one object against the other ones, we need
to get as fast as possible the world coordinate of each
object. The only way we know is getting the DCS matrices
and multiplying each object vertex by the correponding
matrix. This is not very clever(is very slow to walk thru
the structure to get each matrix (matrices)).

Is there another way for doing this?
Is it a good idea (and possible) to get the Model Matrix
using GL?

IS IT A GOOD IDEA TO DO COLLISION CHECKING USING PERFORMER?
The collision checking is done for each object moving
in the scene against the other object belonging to the
same scene.

--Ricardo Galli
Universitat de les Illes Balears
Palma de Mallorca - SPAIN
Tel. +34 71 17 3201
FAX. +34 71 17 3003
e-mail. gallir++at++anim.uib.es
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