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Transforms Article

Started by RapidStunna Jul 28, 2002 at 9:05 AM 3 replies 600+ views
Original Post
RapidStunna
RapidStunna
It seems there''s a need for an article on Direct3D transformations. Recently, there''s been many posts on that topic. Because of this, I was thinking of writing an article(s) on it but I''d like your feedback from the idea and what should be in it. Here''s what I''m thinking of putting in now: Introduction - Covers what they are and how they fit into the d3d pipeline. Transformation Matrices - Covers what the various transformation matrices look like (rotation, scaling, translation, and identity), left and right handedness, and matrix concatenation. World Matrix - using it and tips and optomizations. order of matrix concatenation for creation. View Matrix - Order of matrix concatenation/using it. d3dx and how it fits in. tips and optomizations. Projection Matrix - Inner Workings/Manual Setup, d3dx, tips and optomizations. Texture Matrix - Using it and tips Transformation Techniques (maybe, i need your feedback of whether to do it or not. This may require more than one article then. possibly a series with this) - The view frustrum creation, and usage with different collision methods. Planar Shadows using transformations. Other Matrix and Transformation Info (just ideas. need feedback of which ones to include) - Matrix Stacks and Frame based setup. Manually Transforming Vectors. Using Vertex Shaders and Transformations. To use or not to use D3DX(all fact based, no oppinions)? . OpenGL Transforms Conclusion - overview and lasting thoughts. Should I write it? What do you think should be added or taken out? ---
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Hippokrates
Hippokrates
You should of course write it. I would be glad if I had something like that.
Perhaps you could even explain billboarding techniques ?


Im Anfang war die Tat...
Faust
Im Anfang war die Tat...Faust
KingsRevenge
KingsRevenge
Goood idea also explain how regular transformed vertices make a traingle, and then the 1.0''s and 0.0''s of untransformed vertices can make a triangle that should help some peeps out. Explain that and it could bridge the gap for some.

Eric Wright o0Programmer0o




Eric Wright o0Programmer0o
phatslug
phatslug
Ya. Great idea

Would help me out immenseley.
RapidStunna
RapidStunna
Okay, so I''ll be adding billboarding to the article using a couple of different techniques. Billboarding should probobly be added to the transformation techniques section. Also, if I understand you right KingsRevenge, it will cover how transformations are used to create scenes. Sinse you mention it also, it will mention what exactly 1.0 is because I saw a post earlier about how far in screen coords in 1 unit and that could help out some. Any other ideas?

---
My Site
Come join us on IRC in #directxdev @ irc.afternet.org

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