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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.

6
votes
I would expect your matrix multiplication code to look like $$ \begin{bmatrix} x & y & 1 \\ \end{bmatrix} * \begin{bmatrix} 1 & 0 & 0 \\ 0 & 1 & 0 \\ 50 & 0 & 1 \end{bmatrix} = \begin{bmatrix} x … +50 & y & 1 \\ \end{bmatrix} $$ This is because matrix multiplication is defined so that you go by row in the first operand and by column in the second operand. Here's the relevant formula from …
answered Aug 15 '13 by Jimmy
4
votes
When I use the identity view matrix, I can see my model, but when I use LookAt, it is not visible. How can I see my model using LookAt? The LookAt function takes three parameters: eye, which … is where your camera is. in the identity matrix, your camera is at 0, 0, 0 target, which is where your camera is pointed at. you can think of the camera's direction vector as target - eye. In the …
answered Oct 31 '17 by Jimmy
2
votes
A matrix is one of many ways of storing an arbitrary transformation, but it happens to be a very simple way, since "apply the transformation to a point" is simply "multiply a vector by a matrix … includes math and diagrams on the coordinate transformations. some Pseudocode to get you headed in the right direction: You'll probably want to find an existing matrix math library for whatever platform …
answered Mar 7 '12 by Jimmy
6
votes
Rotation/scaling is around the origin. To both scale/rotate around a pivot, you apply a negative translation to move the pivot point to the origin, apply your scale and rotate, and then move your pivo …
answered Aug 30 '13 by Jimmy
6
votes
1) The non-scary way to do 90-degree rotations is to swap a set of axes, and negate one of them: Rotated along x-axis: swap Y/Z to Z/-Y (a,b,c) -> (a,c,-b)
answered Aug 30 '12 by Jimmy