RE: [Algorithms] Creating the world matrix
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From: Aldo . <al...@ho...> - 2000-07-17 18:00:02
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Thank you, Steve! Aldo >From: Steve Wood <Ste...@im...> >Reply-To: gda...@li... >To: "'gda...@li...'" ><gda...@li...> >Subject: RE: [Algorithms] Creating the world matrix >Date: Mon, 17 Jul 2000 09:47:51 -0700 > > > From: Aldo . [mailto:al...@ho...] > > > > I'm looking for a fast way to create the world matrix from > > the values of pitch, yaw, roll and position(and scaling factor, >perhaps), > > without using a matrix operation for each value. > > I would like to avoid do the folowing > > > > WorldMatrix = MatrixIdentity(); > > > > MatrixScale(WorldMatrix, scale); > > > > MatrixTranslate(WorldMatrix, position); > > > > MatrixRotateX(WorldMatrix, pitch); > > MatrixRotateY(WorldMatrix, yaw); > > MatrixRotateZ(WorldMatrix, roll); > > > > SetWorldMatrix(WorldMatrix); > > > >In the DirectX help Index select: 3-D Transformations. It has details on >the matrices used for each method you list. If you want to hard code it >into >your app to eliminate un-necessary operations then you'll want to break >each >transform operation down to it's components and do the math. > >R&R > >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com |