Talk:OpenGL Programming/3D/Matrices

Please discuss all changes! This is an interpretation of the modelview matrix/matrix stack that I have found very useful in understanding what goes on with these transforms. Haven't seen it before, so I thought I'd post something about it. I am new to wiki-ing, so please correct my etiquette if it's inappropriate, and I appreciate all input! Lyngvi 23:04, 28 March 2007 (UTC) -
 * I think it's a little bit confusing as for the beginner in OpenGL and 3d graphics 213.184.8.92 08:16, 29 March 2007 (UTC)

- Understandable. Maybe it should be an appendix - it really should be placed after all explanations of the translation-rotation-scaling operations at least.

While somewhat confusing, its purpose is to put those transformations into perspective (no pun intended) for use in more complex systems - the first projects I did ended up completely hosed as I had trouble figuring out where my "camera" was and where things were in the world, and didn't know how to properly build the modelview matrix to represent them. This intends to answer that question (do you feel it does?)

It should also definitely be after the "Deadly 3D Math" section, which hasn't been written yet. Not sure of the math background of readers of this wikibook... Lyngvi 09:15, 29 March 2007 (UTC)