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(4): [age] 2010/02/02(火)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
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441: 440 2010/02/02(火)09:01 ID:??? AAS
Sorry there are typos at the end of first paragraph.
wrong: has been widly used.
correct: have been widely used.
442: 440 2010/02/02(火)09:15 ID:??? AAS
Oops, "has" is correct since the subject of that sentence is "the type"
which is a singular noun. I'm so sorry to have interrupted our discussion.
447: 327 2010/02/02(火)11:45 ID:??? AAS
>>438
>>440
Understood.
456: 440 2010/02/02(火)16:11 ID:??? AAS
>>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
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