Linked Questions
11 questions linked to/from How does a 4x4 matrix represent an object in space and matrix lore?
7
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How to orient a hexagonal tile on a geodesic sphere (Goldberg polyhedron)?
I've recently ported the hexasphere implementation by Rob Scanlon at https://github.com/arscan/hexasphere.js to objective-c for use in a project I'm exploring.
As a port, it works very well, and I ...
1
vote
1
answer
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Understanding how to use Quaternion to rotate object
I m having hard time to understand Quaternions and to use them in my engine for rotating object.
I m looking for step by step explanation, actually a correction of my view of Quaternions.
Here is how ...
0
votes
1
answer
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Normal Matrix in plain English
I'm into shader language with Webgl and GLSL.
I've seen some tutorial about normal matrix and I don't really understand it.
I mean, I think I'm ok with the math such as:
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4
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3
answers
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How do I create a view matrix directly from a quaternion and a position vector?
Given a quaternionic camera such that:
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0
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1
answer
760
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Invert parent transform (doesn't work for combination of rotation and scale)
My problem
I'm working with Qt3D and my problem is almost exactly like this one:
https://stackoverflow.com/q/60995155/3405291
Suggested solution
A solution is suggested here:
https://stackoverflow.com/...
2
votes
1
answer
1k
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What are the "axes of a matrix" exactly?
I am currently learning about game engines, and for the engine math, there are functions called GetXAxis, GetYAxis, and GetZAxis that returned the X, Y and Z axes for a matrix. These functions return ...
0
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2
answers
642
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How does lookAt matrix math work?
Can someone provide me an explanation of how the lookAt matrix works?
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3
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1
answer
405
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Scaling a sphere to give identical result, regardless of rotation
how can I maintain a consistent scaling of a sphere regardless of the rotation of the model? For example, take the following (scaled) sphere:
In this image, we start with a sphere, looking at it ...
0
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1
answer
556
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How to set up view and model matrices for 3D rendering?
For various reasons I am building a very simple graphics engine. I have a pretty good 2D thing using plain SDL2 and C that essentially boils down to a single "putpixel" function. I can ...
1
vote
1
answer
219
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Rotation matrix to look at point p
Assume a left-handed coordinate system where x is right, y is up, and z is into the screen. You have a unit vector pointing up along the y-axis. What's the rotation matrix for pointing the unit vector ...
0
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1
answer
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How are transformation matrices usually represented?
I know the bare minimum to do matrix multiplication and have implemented them from scratch a few times for various purposes, but every time I do, I make sure to be very clear to myself about where are ...