From: Branan R. <br...@gm...> - 2008-08-24 17:47:37
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I believe OpenGL defines a matrix constructed from vectors like this: | a.x b.x c.x | | a.y b.y c.y | | a.z b.z c.z | We should do the same for consistency. Branan On Sun, Aug 24, 2008 at 9:27 AM, Henri Häkkinen <hen...@gm...> wrote: > There are some open questions in the mathlib's matrix api and I would like > to hear your opinions. > > Do the matrices need member-wise constructors? For example, do we need > something like this: > > GLMmat2f mat; > glmMatSet2f (&mat, 1.0f, 2.0f, 3.0f, 4.0f); > > I suppose the user never needs to do anything like this, instead they use th > higher level entry-point such as Identity and Rotate. > > However, there might be a need for constructing matrices from vectors. > > GLMvec3f a, b, c; > GLMmat3f mat; > glmMatSet3f (&mat, &a, &b, &c); > > At the moment, I have these entry-points and the matrices are constructed > 'column-wise'. For example, the previous code creates this kind of matrix: > > | a.x a.y a.z | > | b.x b.y b.z | > | c.x c.y c.z | > > Should the matrices be build row-wise instead? There is an advantage in > this, as matrix rows define the coordinate axes in a 3D coordinate space. > However, OpenGL defines the matrix memory layout as column-wise, so I guess > it is a kind of more logical to build them column-wise from the vectors. > > -- > Henri 'henux' Häkkinen > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > > |