Subject:
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Re: Math Help Needed PLEASE
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Newsgroups:
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lugnet.cad.dev
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Date:
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Tue, 20 Jun 2000 07:25:48 GMT
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Viewed:
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1041 times
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:-) Much better ... the compution of the determinant of a matrix was wrong ...
this explains also some strange effects with bfc ...
Thanks anyway!
Michael
In lugnet.cad.dev, Travis Cobbs writes:
>
> Michael Lachmann <michael.lachmann@maxmobil.at> wrote in message
> news:FwEsqI.Mop@lugnet.com...
>
> > Ok I got it partly somehow running, but currently I'm fighting with matrixes
> > which do not have an inversion-matrix, I got to algorythms on how to get the
> > inversion-matrix and in some rare cases they return different values, and tell
> > me that they can't build a rotation matrix.
> >
> > The strange thing with that is, that rotating by 90 degree or 45 degree in one
> > direction is fine, but rotating it additionally into another direction also by
> > 45 degree delivers no inversion matrixes anymore ???
>
>
> I think either your inversion routine is broken, or your rotation routine is
> broken, because I have never had any problems inverting model-view matrices.
> If you'd like, I can send you the matrix inversion routine I have. It is
> designed to invert matrices in the format expected by OpenGL, so you would
> most likely have to modify it to get the right values, but it does work.
> OpenGL matrices are stored as a one-dimensional array of 16 floats in
> column-major format (as opposed to the row-major format that a 2-dimensional
> C array typecast to a one-dimensional C array would produce).
>
> --Travis Cobbs (tcobbs@san.REMOVE.rr.com)
> (Remove .REMOVE from e-mail address to e-mail me.)
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Message is in Reply To:
| | Re: Math Help Needed PLEASE
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| Michael Lachmann <michael.lachmann@maxmobil.at> wrote in message news:FwEsqI.Mop@lugnet.com... (...) matrixes (...) the (...) tell (...) one (...) also by (...) I think either your inversion routine is broken, or your rotation routine is broken, (...) (24 years ago, 20-Jun-00, to lugnet.cad.dev)
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