# Questions tagged [matrix]

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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### How do I calculate an offset from an Object based on the Objects Rotation rather than the World Space

I have a Matrix of a player & I want to create a second location a set distance away from the first location but I want the second matrix to be set a set distance based on the rotation of the ...
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### Is there are a good double-precision small matrix SIMD library for x86? [closed]

I'm looking for a SIMD library focused small (4x4) matrix operations for graphics. There's lots of single precision ones out there, but I need to support both single and double precision. I've looked ...
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### Math topics for 3D graphics programming [closed]

I understand that the following math topics are required for 3D graphics programming. I have started doing some of them in my math course. Can someone point me in the direction of a resource that ...
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### Managing Game Entity coordinates

In my Game I'm currently have "Scene Coordinates" which are the X,Y coordinates relative to a Game Scene. In that Scene there are Game Entities, let's say there's a GameEntity A in x=100.0, y=100.0 ( ...
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### From camera coordinates to world coordinates

I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work. From world to camera is clear: ...
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### Realistic damage

I'm looking for a good way to simulate damage, for example a weapon firing at a ship it would calculate the damage depending on layer type, weapon type, angle and similar what i need is a way to to ...
284 views

### Why doesn't the y Axis work with SuperBible frame reference or GluLookAt

I'm currently trying to understand how to use the GLFrame Class in the superbible book, and acording to the 4th edition of the book, the camera matrix derived from the Frame of reference class should ...
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### opengl rotations for a human

I currently can rotate around a pivot point by first translating to the pivot point then performing the rotation and finally translating back to the origin. I do that easily enough for the shoulder in ...
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### How to create a perspective field of view matrix?

Hey, hello. I am learning a little of WebGL (OpenGL ES 2.0) through the http://learningwebgl.com tutorials, but it uses a third party library to create the View, Projection and transformation matrices ...
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### Projecting onto different size screens by cropping

I am building a phone application which will display a shape on screen. The shape should look the same on different screen sizes. I Decided the best way to do this is to show more of the background on ...
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### Converting to and from local and world 3D coordinate spaces?

I've been following a guide I found here (http://knol.google.com/k/matrices-for-3d-applications-view-transformation) on constructing a matrix that will allow me to 3D coordinates to an object's local ...
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### Restoring projection matrix

I am learning to use FBOs and one of the things that I need to do when rendering something onto user defined FBO, I have to setup the projection, modelview and viewport for it. Once I am done ...
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### View matrix in opengl

Sorry for my clumsy question. But I don't know where I am wrong at creating view matrix. I have the following code: ...
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### Interpolating Matrices

Apologies if I am missing something very obvious (likely!) but is there anything wrong with interpolating between two matrices by: ...
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### Is there a common word that encompasses handling of position, rotation, and scale together?

I'm looking for a name for my class that manipulates 4x4 matrices that handle position, rotation, and scale. Is there a common word that encompasses all three? (I'm splitting the matrix math into its ...
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### How can I draw a model perpendicular to a sloped surface? [duplicate]

Possible Duplicate: How do I find rotation in 3D based on a vector/normal? My models are axis-aligned. I know the normal of the surface I want to draw them on. How do I compute the rotations or ...
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### Basic tutorial/introduction for 3d matrices, idealy in c++, without openGl or directX [closed]

I am wondering if there is a simple tutorial that covers the basics of how to initialize rotation, translation and projection matrices, and how to multiply them, and how to get the screen coordinates ...
856 views

### How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement

This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...