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Matrix
Hi,
Have I got this right?
First you have a whole bunch of untransform vertices in a vertex buffer. You multiply each of these vertices with the world matrix to transform and rotate all the little dots.
The you have a buffer of transformed vertices. The you multiply it with a projection matrix that gives you all the dots in screen coordinates. Passing these to some kind of rendering thingy will give you a nice 3-d game, right.
If you, for example, would like to disable the perspective in a scene, would you modify the projection matrix then?
Thanks
/Johan
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Yes. If you want to disable perspective, you have to create an orthogonal projection matrix, instead of a perspective projection matrix...
EDIT
With the World matrix and the projection matrix, you have a View matrix too, it permits to simulate the move of the camera over the world...
/EDIT
All the steps of vertices transformation are made by the main graphic APIs: OpenGL, DirectX, so it's good to know how does it work, but avoid to implement your own transformations, except if you want to create your own graphic pipeline (to make a software rasterizer...)
[edited by - HiddenInBSP on August 26, 2002 5:52:52 AM]
EDIT
With the World matrix and the projection matrix, you have a View matrix too, it permits to simulate the move of the camera over the world...
/EDIT
All the steps of vertices transformation are made by the main graphic APIs: OpenGL, DirectX, so it's good to know how does it work, but avoid to implement your own transformations, except if you want to create your own graphic pipeline (to make a software rasterizer...)
[edited by - HiddenInBSP on August 26, 2002 5:52:52 AM]
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