Matrix math
hi, I have a question.
If I have a point in 3d-space which I rotate with glRotate() and then multiply the points coordinates with the current MODELVIEW matrix, will I get the new rotated coordinates?
I use this overloaded * operator to do the multiplies.
(code taken from nate millers matrix code, it''s great)
inline vec3_t matrix_t::operator*(vec3_t vec)
{
return vec3_t(
vec.X() * m[0] + vec.Y() * m[4] + vec.Z() * m[8] + m[12],
vec.X() * m[1] + vec.Y() * m[5] + vec.Z() * m[9] + m[13],
vec.X() * m[2] + vec.Y() * m[6] + vec.Z() * m[10] + m[14]);
}
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