BRabbit27
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 Jun 29 asked What's the implication of right-handedness when building camera to world matrix? Jun 29 accepted Is the statement in Scratchapixel about transforming points correct? Jun 29 comment Is the statement in Scratchapixel about transforming points correct? I see it clear now, so there were actually typos in the paragraph. With the comments you added looks pretty much to what I was understanding with the example provided. Jun 29 comment Is the statement in Scratchapixel about transforming points correct? The texts passages are the two I quoted in my question. To me the example says `Pworld = Plocal * M` which is ok to me. However, the text quoted, seems (at least for me) saying `Pworld = Plocal * inv(M)`, i.e. "If we transform a point P whose coords are defined w.r.t. to local-coord system with the inverse of M, we get the coords of P w.r.t. world-coord system" or paraphrasing "A point P in local-coord system, transformed with the inverse of M, gives the point P in woord-coord system". I think it should be "A point P in local-coord sys, transformed with M, gives the point P in woord-coord sys" Jun 29 asked Is the statement in Scratchapixel about transforming points correct? Jun 21 comment What is the convention for column-major order matrix transformations? Sorry, missed it. I updated the question. Jun 21 revised What is the convention for column-major order matrix transformations? added 65 characters in body Jun 21 asked What is the convention for column-major order matrix transformations? Jan 28 revised How to create custom cubemap images? added 209 characters in body Jan 28 comment How to create custom cubemap images? I was looking for a tutorial on creating cubemap images with some software, Blender for example Jan 28 awarded Commentator Jan 28 comment How to create custom cubemap images? Yes, im looking for software Jan 28 asked How to create custom cubemap images? Jan 2 awarded Tumbleweed Dec 26 accepted How to calculate reflection vector from point sprite sphere? Dec 26 comment How to calculate reflection vector from point sprite sphere? I am just learning about point-sprites and OpenGL in general. Even if we can cheat with the point-sprite spheres, how should I do it to account for the perspective projection? Do you know a good source that walk you through this? Dec 26 comment How to calculate reflection vector from point sprite sphere? So the position in the surface is sphereOrigin + N * sphereRadius? The sphereOrigin is the vertex that is the input in the vertex shader? Dec 26 awarded Editor Dec 26 revised How to calculate reflection vector from point sprite sphere? added 249 characters in body Dec 26 asked How to calculate reflection vector from point sprite sphere?