I'm developing for Android and I'm using the android.renderscript.Matrix3f class to do some calculations. What I need to do now is to now is to do something like mat.tranform(pointIn, pointOut); So ...
I am trying to understand what the shear transformation (l+r/r-l & b+t/t-b) is actually doing in the projection matrix? The only thing I got till now is headache :) Can you please help?
I am attempting to transform the components of a mesh directly using a 4x4 matrix. This is working for the vertex positions, but it is not working for the normals (and probably not the tangents ...