[過去ログ] 統一3Dスレ (558レス)
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447: 327 [sage] 02/02/10 11:45 ID:??? AAS
>>438438(2): 名前は開発中のものです。 [sage] 02/02/10 06:38 ID:??? AAS
to 327
I think you did a very great job but it seems your
translation into the Japanese is calling some suck guys like as 436.
I highly recommend to stop your translating,sorry.
>>440440(4): 名前は開発中のものです。 [age] 02/02/10 08:32 ID:??? AAS
>>434
OpenGL, the most popular graphics library in the world, requires that z value in
homogeneous clipping space be within the range between -w and w, as is the case
with your platform. Historically, I believe, this type of projection matrices
rather than DirectX-style projection matrices (0 < z < w) has been widly used.
>>437
You can use the upper-left 3x3 matrix of your transform matrix (from world space
to object space) to transform a direction vector into object space if and only if
the 3x3 matrix is orthonormal, which means the 3x3 matrix represents pure rotation
without any scaling or shearing. Otherwise (if the 3x3 matrix is not orthonormal),
you need to use the inverse transpose of the upper-left 3x3 matrix instead.
>>438
I agree. No Japanese translation is needed for us.
327, we hope you meet our request. Thanks in advance.
Understood.
上下前次1-新書関写板覧索設栞歴
あと 111 レスあります
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