Skip to main content
gamedev.net
🔒 Locked

Internal matrix representation

Started by clapton Sep 20, 2006 at 12:49 PM 2 replies 1.1k views
Original Post
clapton
clapton
Hello! I am reading "Essential Mathematics for Games & Interactive Applications" by Van Verth and Bishop, where authors say : 'And even in OpenGL, despite the fact that the documentation is written using column vectors, the internal representation premultiplies the vectors; that is, it expects row vectors as well.' Ok, I understand that matrices in OGL are stored in column major order to pretranspose a matrix in the storage representation. But still - in OpenGL one always combines transformations in the opposite order, so how is it possible, that 'internal representation premultiplies the vectors'? Definately, I must have misunderstood something. I would be thankful for making this one clear for me. :)
___Quote: Know where basis goes, know where rest goes.
V-man
V-man
The math is like this

M * v = result_vector

Then

P * result_vector = another_vector

I'm not clear on "premultiplies"
Also, the column major form is good for SSE operations.
Morpheus011
Morpheus011
Quote:
Original post by V-man
Also, the column major form is good for SSE operations.


Not to mention the fact that we can do one memcpy as opposed to three to extract the translation from our matrix when we're in column major :)

clapton
clapton
Thanks for your replies. I guess that there is a little mistake since 'premultiplies' is a bit misleading. I'll ask the question to the Author of the book (he is available on the forum).
___Quote: Know where basis goes, know where rest goes.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.