Don Hatch (hatch++at++hell.engr.sgi.com)
Sat, 14 Mar 1998 16:29:52 -0800
The channel viewing matrix converts from eye space to world space,
so you'd need to multiply by the inverse
of the viewing matrix, not the viewing matrix itself.
(note that the matrix is orthonormal, so inverting it is easy.)
> This gives you a point in eye space but not yet in
> screen space. You must then transform the point through the projection
> matrix of the channel frustum to give a projected screen coordinate
> (nominally -1 to 1) which simple arithmetic will convert to viewport or
> screen coordinates.
>
Don
--
Don Hatch hatch++at++sgi.com (415) 933-5150 Silicon Graphics, Inc.
=======================================================================
List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/
Submissions: info-performer++at++sgi.com
Admin. requests: info-performer-request++at++sgi.com
This archive was generated by hypermail 2.0b2 on Mon Aug 10 1998 - 17:57:01 PDT