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location Vancouver, Canada
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visits member for 3 years, 10 months
seen Feb 25 at 4:12

Feb
5
comment What is the correct order to multiply scale, rotation and translation matrices for a proper world matrix?
@Thomas: That would actually apply a world scale, not a local scale. That is, if your object had a z-scale of 2, then that scale would always be along the world z-axis, not the objects' local z-axis. Although I could be wrong, but I do know a bit more about matrices than I did then. :)
Dec
29
awarded  Good Question
Jul
24
awarded  Notable Question
Feb
13
awarded  Yearling
Dec
11
comment How do I upscale my scene to a larger viewport?
As a final note, it is possible to do this in DirectX9 with a single command, and the operation is much faster.
Dec
10
accepted How do I upscale my scene to a larger viewport?
Dec
10
comment How do I upscale my scene to a larger viewport?
I was fairly sure of that, which is why I'm halfway through doing it.
Dec
10
asked How do I upscale my scene to a larger viewport?
Aug
21
awarded  Famous Question
Jun
8
awarded  Popular Question
Apr
19
awarded  Nice Question
Oct
19
awarded  Notable Question
Jun
11
awarded  Popular Question
Jun
4
comment How do I create a bounding frustum from a view & projection matrix?
Anyway, up-voted and checked the answer box, as I implemented it today and it works. Was pretty sure it would, but wanted to keep it open in case there was a problem.
Jun
4
accepted How do I create a bounding frustum from a view & projection matrix?
Jun
2
comment How do I create a bounding frustum from a view & projection matrix?
Yep; just mistook the math due to tiredness.
Jun
2
comment How do I create a bounding frustum from a view & projection matrix?
Never mind; just tired.
Jun
2
comment How do I create a bounding frustum from a view & projection matrix?
Projection matrices appear to be non-invertible.
Jun
2
asked How do I create a bounding frustum from a view & projection matrix?
Sep
1
awarded  Supporter