A 2D array of numbers, symbols or expressions, arranged in rows and columns. Each row must have the same number of columns. The numbers, symbols or expressions themselves are called elements or entries.

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5
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1answer
251 views

How can I convert OBJ data into CSS3D transformations?

I want to convert the data in a 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). I found a bunch of formulae and what-not, but 3D isn't my ...
2
votes
1answer
290 views

What is the correct multiplication order for a 2D matrix?

I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D. I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...
1
vote
1answer
141 views

How do I ADD gravitation to a rotation matrix?

I have ported the Matlab script from https://instruct1.cit.cornell.edu/courses/bionb441/LSystem/ to POV-Ray and everything works fine (although I'm not quite sure why). To navigate a "turtle" through ...
1
vote
1answer
69 views

How can I approximate an “opening fan”-transformation?

Is there a way to—with matrices—transform something as if opening the image on a Japanese folding fan? Image from Wikimedia Commons. I'm at a loss of what to call it, so pointers towards avenues of ...
1
vote
1answer
689 views

importing animations in Blender, weird rotations/locations

This is for the Blender 2.6 API. There are two problems: 1. When I import a single animation frame from my animation file to Blender, all bones look fine. But when I import multiple (all of the ...
0
votes
1answer
49 views

Why would this scaling matrix have no effect?

To draw a simple model using the DirectXTk, I'm doing the following. It all works perfectly, draws correct, and so on. Except changing the scaling factor makes NO difference, and I can't figure out ...
0
votes
1answer
16 views

Using glm to rotate the modelview matrix based on the cursor position

I am rendering a 3D model of an object, and I want the user to be able to rotate around that object by dragging the mouse. To do this, I want to use the cursor position to continually update the ...
0
votes
1answer
21 views

THREE.JS: why is the rotation only applied on the last axis used?

my function: function rotateAroundWorldAxis2(object, radians1, radians2) { object.rotWorldMatrix.makeRotationX(radians1).makeRotationZ(radians2); // object.rotWorldMatrix; ...
0
votes
1answer
95 views

Java OpenGL Perspective matrix not working

I'm trying to render a simple triangle with OpenGL in Java using LWJGL3. Everything is working great, but the projection matrix (perspective) is not working. In C++ I just used to apply the ...
0
votes
1answer
59 views

Rotate heading relative to agent's local space

I'm having a little trouble translating a point in my game's world space to an object's local space. I have a cannon in my game with a normalized heading vector that's always supposed to point in the ...
0
votes
1answer
180 views

libgdx - Box2d debug draw not correct

I have a problem where the bodies in my debug draw does not draw correctly, take a look: As you can see, there is some space between the dynamic body and the ground. I have checked the contact ...
0
votes
1answer
126 views

Directional lights (not) rotating with camera (opposite problem)

I am trying to implement a shader for directional lights correctly, but I am bit confused as to why it works when it shouldn't and vice versa. People usually encounter problem with lights changing ...
2
votes
0answers
153 views

Unproject considering parallax depth

How can I take screen coordinates (or alternatively world coordinates on the 'primary' parallax plane) and find out what world coordinates they translate into when taking parallax depth into account? ...
1
vote
0answers
54 views

Confused About My Code Suggesting The Normal Matrix Is Equivalent To The ModelView Matrix

I'm learning environment mapping in OpenGL by following this page. In his vertex shader, the author calculates the vertex normal in eye space with the following code: nEye = vec3(viewMatrix * ...
1
vote
0answers
197 views

How should matrix-based Parallax Scrolling work?

The question is at the end, as it requires a bit of context. I'm not sure if my understanding, my code, or LibGDX's ParallaxCamera is wrong. LibGDX's ParallaxCamera uses Matrix4s to achieve a ...
1
vote
0answers
120 views

Rotate view matrix based on touch coordinates

I'm working on an Android game where I need to rotate the camera around the origin based on the user dragging their finger. My view matrix has initial position of sitting on the negative z and facing ...
1
vote
0answers
116 views

Rotate Points with Object in world space

I posted this in the original stack overflow then realized that a game-dev specific one exists. I am working on personal project that requires me to have 4 points surrounding an object (1 at each of ...
1
vote
0answers
518 views

Stacking Drawing Matrix for SpriteBatch in XNA

I'm trying to make a 2D engine for XNA with SpriteBatch. My object unit is Entity, which can include other Entities as its children. However, when drawing them, the rotation and scaling stacking do ...
1
vote
0answers
190 views

How do I implement a physics gun?

I'm currently trying to implement a physics gun for my game. What I want is for the entity to stay in the same position on the screen no matter how I wiggle the camera about, what is the correct way ...
1
vote
0answers
362 views

Drawing two orthogonal strings in 3d space in Android Canvas?

I want to draw two strings in canvas. The first string must be rotated around the Y axis, for example 45 degrees. The second string must start at the end of the first string and also it must be ...
1
vote
0answers
325 views

Matrix.CreateBillboard centre rotation problem

I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: ...
1
vote
0answers
271 views

How do I convert my matrix from OpenGL to Marmalade?

I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y ...
1
vote
0answers
283 views

Getting and Setting Rotation in XNA around the Center of my Model with XNA

Alright, so I'm currently debating how I want to do this. Basically this is what I'm trying to accomplish. I've created a system to allow me to make my environment a little bit easier. I'm ...
0
votes
0answers
28 views

Rotation matrix is being inconsistent with pitch and roll

I'm calculating the rotation matrix for a turret when it's at an angle in Javascript. I have XYZ co-ords for the turret and target with X being 90 degrees right, Y being straight ahead and Z being ...
0
votes
0answers
19 views

When use LookAt or Inverted world matrix to compute View Matrix?

I am reading this article http://www.3dgep.com/understanding-the-view-matrix/ and it says that View Matrix is the inverted matrix of World (or Model) Matrix but in the first approach the article ...
0
votes
0answers
38 views

Adding a 2D transformation matrix to GLSL

I'm having trouble understanding the matrices I need to render an object in OpenGL. I've been using a matrix to make up for the translation and scaling from the camera in my game but I didn't have a ...
0
votes
0answers
21 views

Determine local “roll” from matrix

I'm allowing my player to maneuver freely in three dimensions. The world is very cubical, so it is useful to know internally (to help hint controls) which ground plane they're closest to paralleling. ...
0
votes
0answers
35 views

Coordinates estimation

Hi im using artoolkit to extract the coordinates of the marker im detecting with the camera. I need to know the values returned when arGetTransMat is the coordinates (x,y,z) which is returned ...
0
votes
0answers
59 views

OpenGL - Cubemap “Rotating” Proportional To Camera Movement

I'm doing a simple planet rendering project and am running into an issue with accessing cubemap textures correctly. The planet terrain is generated using the diamond square algorithm done 6 times and ...
0
votes
0answers
61 views

OpenGL model transforms wrong on AMD GPU

I've been writing a program that uses OpenGL to display some simple 3D models (rays, cuboids, spheres and simple meshes). I am targeting the programmable pipeline in OpenGL 3.2. So far I have been ...
0
votes
0answers
28 views

2D viewport matrix World to Local coordinates

I would like to use a Matrix but it causes (or I think it does) problems with accuracy. Clearly classic float matrix causes jaggy movement/accuracy issues. The reason is that my objects have real ...
0
votes
0answers
59 views

change position/orientation of a bone using assimp

I have been using assimp to import rigged models and animations. I followed this tutorial for skeletal animation and I have got it done properly. The part that I am trying to do now is to orient a ...
0
votes
0answers
57 views

Coordinate system in OGLdev tutorials

Working with OGLdev tutorials http://ogldev.atspace.co.uk/ I found that this code uses coordinate system, which doesn't look like in most other samples. Positive x-axis direction is left, and not ...
0
votes
0answers
88 views

Pre- or post-multiplication for rotation between coordinate frames

I have three 3D coordinate frames: O, A and B, as shown below. I want to know the rotation matrix RAB between A and B, that is the rotation that is required, with respect to the frame A, to move ...
0
votes
0answers
33 views

Use Android 4x5 ColorMatrix in OpenGL ES 2 Shader

I am trying to use Android Color Matrix in OpenGL ES 2. I have been able to use a 4x4 Matrix using the following code in the Shader (this adds also an intensity parameter): varying vec2 ...
0
votes
0answers
49 views

GLSL billboarding

I want to make billboarding using GLSL. For what I've got so far it works, but not exactly the way I want. My vertex shader looks like this: #version 120 uniform float partSize; varying vec2 ...
0
votes
0answers
96 views

Matrix, vector multiplications in OpenTK

I developed a 3d model viewer in c++ with OpenGL, and in c# in OpenTK. Both are using the same shader, but the output from OpenTK is not correct. I read that OpenTK is row major order, and OpenGL is ...
0
votes
0answers
31 views

Connecting a model's joint to the joint of another model

I am trying to figure out the math behind orientating and translating a model so that a specified point on the model will connect with a specified point on another model. For example, given the ...
0
votes
0answers
957 views

Implement Camera (former: CCCamera) v2 in cocos2d-x v3.3

we want to port camera code from cocos2d-x version 2 to version 3.3 with the goal to imitate the behaviour of a CCCamera in cocos2d-x version 2 exactly. You can assume that values for "eye" and "up" ...
0
votes
0answers
65 views

Relative Transformations for Bones

I'm using Blender to export my armatures in relative coordinates, and I'm trying to get to absolute coordinates in my engine. For the above example, the childBone's tip is an offset of [-1,0,0], ...
0
votes
0answers
28 views

Transform screenquad around object's view space boundaries (GLSL)

Im not sure how to ask this, but essentially I am looking for a way to optimize rendering screen quad lights per object. I have a deferred renderer that draws directional lights onto a screen quad. ...
0
votes
0answers
86 views

XNA C# - Get original rotation from parent bone transform

I have a 3DS Max made model, exported into FBX and imported into XNA project. The parts I am working with have NOT been rotated in Max (specifically, collision mesh is made of Axiz-Aligned boxes). ...
0
votes
0answers
60 views

3d Rotation problem

I was given an interesting (but tough) problem to solve: In a game, you want to change the heading of an enemy by +30°. Construct a Rotation Matrix, Euler Angles and a Quaternion that would do this. ...
0
votes
0answers
107 views

Apply android.graphics.Matrix transformation to an Open GL ES shader

I am currently using a 4x4 matrix to convert from "pixel" coordinates to OpenGL ones, my scene is full screen so my screen matrix looks like this: 2f / width, 0f, 0f, 0f, 0f, -2f / height, 0f, 0f, ...
0
votes
0answers
41 views

XNA - Link between Create Rotations matrices

A friend of mine have been coding some rotations on my XNA project, but the order of the matrices rotation are not good. Some are of form : Matrix.CreateRotationZ(1.21f) * ...
0
votes
0answers
82 views

Matrix Translate Camera has some sort of spiky movement

public class Camera2D { private Vector2 _position; protected float _viewportHeight; protected float _viewportWidth; public Vector2 ScreenCenter; protected Being _unit; // the sprite camera is ...
0
votes
0answers
65 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
0
votes
0answers
34 views

Constrain parent node transform to child bounds

If I have some node rendering tree set up, where a node basically has a draw method to render things, and a transform, represented as a 3x3 matrix, with scale and translation. Now, I would like to ...
0
votes
0answers
74 views

Transform a Screen Delta

I have a delta in screen coordinates that I want to transform to a 3d delta in world space. The delta is in this case a movement across the (x,y) coordinates in screen space on the near projection ...
0
votes
0answers
563 views

Calculating the correct roll from a bone transform matrix

Read this forum topic for more info: http://blenderartists.org/forum/showthread.php?260602-transform-matrix-to-bone-%28head-tail-roll%29-bug I'm trying to get my Blender3d modeller importer to create ...