From: H. H. <hen...@gm...> - 2008-08-26 14:16:19
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Okay I see what you mean by that. However I think our mathlib is intended mainly to be used for OpenGL (a matrix based system), so mul and div feels a bit redundant atm. On Tue, Aug 26, 2008 at 1:20 AM, <gl...@mo...> wrote: > > What do you mean 'mathematical operations or software operations'? > > In math we can graphically represent vectors as arrows pointing form > (point A to B. It's hard to imagine how we could visualize Mul operation > in such form. > > In graphics library we often use vectors to represent size or other > things. Especially when comes to 2D rendering, transforming vectors by > means of Add/Mul is more common than transforming my multiplying (x, y, > 1.0) vector by 3x3 matrix for the sake of both simplicity and performance. > > Even in 3D space. Imagine a volume defined as a box with origin at point A > and a size of S. If point B lays within this box then C = (B - A) / S > gives texture-space coordinate for point B. An alternative would be to > define a 4x4 transformation matrix that transforms point B into texture > space. Such matrix would be defined as conjunction of glmMatTranslate and > glmMatScale. > > > These are the kind of examples showing that even if something is useless > in math, it's useful in programming. > Sorry for speaking in riddles the first time ;) > > It's bed time for me. Cheers. > > > ------------------------------------------------------------------------- > 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 > -- Henri 'henux' Häkkinen |