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I am experiencing difficulties trying to figure out the correct multiplication order for a final transform matrix. I always get either strange movement or distorted geometry. My current model is explained below:

For a single node my multiplication order is:

L = S * R * T


L = local transformation matrix

S = local scale matrix

R = local rotation matrix

T = local translate matrix

For a node's world transformation:

W = P.W * L


W = world transformation matrix

P.W = parent world transformation matrix

L = the local transformation matrix calculated above

When rendering, for each node I calculate the matrix :

MV = Inv(C) * N.W


MV = the model view transformation matrix for a particular node

Inv(C) = the inverse camera transformation matrix

N.W = the node's world transformation matrix calculated above.

Finally, in the shader I have the fallowing transformation:



TVP = final transformed vertex position

PRP = perspective matrix

MV = the node's world transformation matrix calculated above

VP = untransformed vertex position.

With the current model, child nodes which have local rotation, rotate strangely when transforming the camera. Where did I go wrong with the multiplication order?

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1 Answer 1

up vote 15 down vote accepted

Any combination of the order S*R*T gives a valid transformation matrix. However, it is pretty common to first scale the object, then rotate it, then translate it:

L = T * R * S

If you do not do it in that order, then a non-uniform scaling will be affected by the previous rotation, making your object look skewed. And the rotation will be affected by the translation, making the final position of your object very different from what the value of the translation would make you expect.

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