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Rotation Matrix, By Hand

Started by June 24, 2000 04:46 PM
12 comments, last by Esap1 24 years, 5 months ago
note that, that is probably the slowest possible way to do it...
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara
Hey Esap, just to clear up the school thing... Assuming that next year you''ll be a Freshman, and in Geometry class, you will learn simple trig (sine, cosine, and tangent) probably. But you''ll have to wait until Algebra 2 in 10th grade to learn about matrices and more uses for the trig functions and identities.
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hey pal... just check out the D3D samples on the sdk... save yourself some typing!

cheers

paco
That code I gave you eariler is _exactly dead-nutz wrong.

                                Matrix& Matrix_Mult(const Matrix& M1, const Matrix& M2)	{	Matrix* M3;	M3 = new Matrix;	for(int i=0;i<4;i++)		{		for(int j=0;j<4;j++)			{			float sum=0;			for(int k=0;k<4;k++)				{				sum += M1[ i ][j] * M2[j][ i ];				}                        M3[ i ][j] = sum;			}		}	return(*M3);	}            



The spaces are in the 'casue i dont know the script comamnd very well yet… it kept changing them on me… italics or something…<br>Edited by - Magmai Kai Holmlor on June 25, 2000 2:39:40 PM<br><br>Edited by - Magmai Kai Holmlor on June 25, 2000 2:40:20 PM<br><br>Edited by - Magmai Kai Holmlor on June 25, 2000 2:41:17 PM<br><br>Edited by - Magmai Kai Holmlor on June 25, 2000 2:42:25 PM
- The trade-off between price and quality does not exist in Japan. Rather, the idea that high quality brings on cost reduction is widely accepted.-- Tajima & Matsubara

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