Larry Ramey (ramey++at++ccpo.odu.edu)
Mon, 20 Sep 1999 10:32:12 -0400
Once I knew that the performer matrices were multiplied from the leafs
up to the root I got the problem fixed.
In essence one of the 4 matrices I was multiplying was constructed
wrong, but I couldn't tell since the order of multiplication's kept
biting my in the hiney.
The thing is that most of us were raised on OpenGL and so if it is
weird, we accept its weirdness as just the way things are. (though I
WILL say my mechanics texts (B.S. Physics) generate their matrices the
same way as OpenGL) It would be VERY VERY helpful if there was more
explicit description about the way that performer differs from OpenGL.
It would be VERY nice it was was explicit that performer uses the "Grand
Unified Coordinate system" that OpenGL talks about, but seems to
depreciate.
Essentially I have no real problems with how performer chooses to do its
math, but the documentation is a bit thin on the choices that the
implementors made. (like pfMats are the transposes of OpenGL mats)
-- --------------------------------------------------------------- Larry E. Ramey ramey++at++ccpo.odu.edu 757-683-3439 (CAVE) 757-683-5335 (VEL Lab) "I eat weirder things than you in my cereal" - Zaphod Bebblebrox "Maybe life is like a ride on a freeway/ dodgeing bullets while your trying to find your way" - Offspring
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