Angus Dorbie (dorbie++at++sgi.com)
Tue, 02 Jun 1998 17:01:31 -0700
Multiply all pfDCS matrices in the scene path to the arm together to
produce a world matrix which is then specified as the channel viewing
matrix.
For the gl it's actually the inverse viewing which is then computed by
performer for use by the gl. One way of visualizing this is by imagining
that by the time you model transform to the end of the arm (using pfDCS
nodes)
you have an identity matrix, ie no model viewing matrix, ie that's where
the eye is.
Cheers,Angus.
-- "Only the mediocre are always at their best." -- Jean GiraudouxFor advanced 3D graphics Performer + OpenGL based examples and tutors: http://www.dorbie.com/ ======================================================================= List Archives, FAQ, FTP: http://www.sgi.com/Technology/Performer/ Submissions: info-performer++at++sgi.com Admin. requests: info-performer-request++at++sgi.com
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