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| Funny thing about matrices | |
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| Tweet Topic Started: May 9 2009, 10:10 PM (209 Views) | |
| skarik | May 9 2009, 10:10 PM Post #1 |
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kitten eating scum
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Well, after not using u3d for about 2 weeks, I decided to start working on my comp submission, and I thought I'd like to suggest that attempting to change the scale of a camera will 1. Scale the world 2. Force U3D to stop rendering the target camera 3. or just plain mess things up. Besides that, I have an actual question...but I'll hold off on that until I look at Mysteri's examples. Then all I have to do are shaders and models. Yay! |
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| Dr. Best | May 10 2009, 02:45 AM Post #2 |
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Administrator
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It should do 1.. If your scaling is 0 along some axis I am not sure what will happen. Would need to have a look at the code. Probably it would not do anything and the camera transformation would remain unchanged. Besides scaling may have some odd effects on lighting. Unlike the Ultimate 3D's shaders the FFP of Direct3D computes lighting in view space. So scaling the camera will effect the range of light sources, which do not use normal mapped lighting. |
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| skarik | May 10 2009, 03:50 AM Post #3 |
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kitten eating scum
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Yeah, that's the only reason I noticed it. Another thing I noticed is that transforming a translation matrix with a rotation matrix will not result in solely translation matrix, like a vector would be like. That's in fact just like GMD3D. |
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