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統一3Dスレ (558レス)
統一3Dスレ http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/
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455: 名前は開発中のものです。 [sage] 02/02/10 15:05 ID:??? >the 3x3 matrix is orthonormal, which means the 3x3 matrix represents pure rotation >without any scaling or shearing. umm...well yes i can undestand the 3x3 matrix can show rotation but at the same time , it also represent scaling isn't it? http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/455
456: 440 [sage] 02/02/10 16:11 ID:??? >>455 What I meant is that a "orthonormal" 3x3 matrix represents pure rotation. If a 3x3 matrix contains scaling or shearing, that matrix is NOT orthonormal. In this case, you must calculate the inverse of the transpose of the 3x3 matrix, instead of just using the original matrix, in order to transform "normal" vectors. However, you said in your previous post (I assume 437 = 455) that you wanted to transform "direction" vectors. Unlike normals, direction vectors can be transformed simply by using the upper-left 3x3 submatrix of the original 4x4 transform matrix. I'm very sorry to have mixed up "direction" with "normal." http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/456
461: 名前は開発中のものです。 [sage] 02/02/10 22:05 ID:??? >>460 Foo the fuck are U ? Anyway go out. We should clip such a piss ▼゚Д。▼カフッ kidz before clipping polygons from our sight. >455 From a certain view point we can take 3x3 matrix as a combination of three vectors. When all of lengthes of them are 1.0 and vertical with each other , we can expect that 3x3 matrix can represent pure rotation as 456 said. Orthonormalizing 3x3 matrix doesn't cost so expensive that you should better orthonormalize them even if you have NOT orthonormalized matrix. http://mevius.5ch.net/test/read.cgi/gamedev/1012625860/461
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