[過去ログ] 統一3Dスレ (558レス)
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455(2): 02/02/10 15:05 ID:??? AAS
>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?
456: 440 02/02/10 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
省2
461(1): 02/02/10 22:05 ID:??? AAS
>>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
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