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.
0
votes
2answers
64 views
Finding the Distance between 2 Objects
I have 2 objects One Having a Transformation Matrix T1 and other Having Transformation Matrix T2. And We are having a View Matrix V and Projection Matrix P.
Basically 2 Object are render using this ...
1
vote
0answers
29 views
Understanding the ModelView Matrix
I want to analyze the each component of my 4*4 ModelView Matrix.
I came to know that the starting 3*3 of ModelView Matrix stores rotation.
If i want my object to have no rotation with respect to ...
1
vote
0answers
32 views
Rotating an Object Around an Axis
I have a circular shape object, which I want to rotate like a fan along it's own axis.
I can change the rotation in any direction i.e. dx, dy, dz using my transformation matrix.
The following it's ...
1
vote
0answers
30 views
how to properly rotate in directX11
I am trying to Rotate a textured quad in directX however I think i am missing something. I am pretty sure it is because i am applying transformations to the WorldMatrix instead of the ObjectWorld, ...
1
vote
0answers
25 views
Vertex Skinning, Bone matrices question
I'm creating a model/animation viewer in C# using OpenTK for a game's models. Before stating my problem I want to describe a bit what I've accomplished so far in case I'm fundamentally missing ...
0
votes
0answers
32 views
Opengl: 2D Set the origin to center of the +x, +y quadrant and render quads from from (0.0, 0.0)
I'm developing a 100% 2D program. Presently, the origin is at 0,0,0 (dead center of the screen). I feel as though this is wrong for my app. It's a little unnatural for me to position things in the ...
0
votes
0answers
32 views
When do we use inverses of a matrix in Game programming? [duplicate]
I was wondering when do we use inverses of a matrix when programing games. For what reason? The camera?
0
votes
0answers
89 views
How to rotate a gizmo cube between two waypoints?
I have been struggling with this for a while, and I can't find a solution on the internet.
I am making a waypoint system with the Unity editor tools with Gizmos. Cars, boats, people will follow a ...
1
vote
1answer
42 views
2D World Mouse Coordinates - Matrices
I'm trying to get the world coordinates out of a mouse click. Currently I'm doing the following:
var invertedMatrix = mat4.create();
var viewMatrix = activeCamera.getMatrix();
mat4.invert(...
2
votes
0answers
36 views
Problem Rendering a Wireframe Cube and Grid with DirectX 11
I am trying to draw a 3D Wireframe (just the lines that connect each vertex) Cube and a 10x10 grid with D3D11. So far, this is my code
//************************************************************
//...
1
vote
1answer
42 views
How Matrix4 represents an object in space and matrix lore
I have been following some tutorial's on how Matrix maths works, with adding, dividing, scaling, etc, but I am struggling to understand how the 4x4 matrix represents an object's position in space.
...
3
votes
1answer
131 views
Translation Matrix not working properly
Hello,
I get this result when i try to scale and then translate a vec4 in my shader.
I created a mat4x4 class on my own and some functions wich return some matrices for me, everything works, but not ...
3
votes
1answer
67 views
Optimizing black and white matrix block drawing
Disclaimer:
I am uncertain if this is the best place to post this question, so please advise me of how I can best find the answer if I am doing something wrong. I am asking this question because I am ...
1
vote
1answer
45 views
How to convert -1 to 1 coordinate back to screen coordinates?
Here is a question in which Questioner asks how to convert world coordinates to 1 to -1 coordinates like Opengl, I want to know how to do that in reverse, that given a coordinates between 1 and -1 (...
0
votes
1answer
81 views
js canvas tiled map - for loop, while, or matrix
I am making a top-down view tiled map in canvas, where player is always in the middle of the screen, and map scrolls depending on where you go, like in moba games. I also want it to loop infinitely in ...
1
vote
1answer
40 views
Deferred rendering - reconstruction of world position view dependent
I am moving my small renderer from forward to deferred, I have now noticed something a bit odd.
I am for now using a simple way to reconstruct world position in the lighting pass:
float3 GetWP(...
1
vote
2answers
109 views
Get the difference between 2 matrices
Hi I'm using C# and MonoGame, and have the world matrices of 2 objects. I need to get the difference between them, so I can effectively parent the second object onto the first. The aim is to get to a ...
2
votes
1answer
46 views
DX11 Camera not working properly
I'm currently trying to implement a ArcBall Camera which should fly around a given XMFLOAT3 position stored in a cb with a spezified distance to the position. I used the code from Allen Sherrod for ...
0
votes
1answer
159 views
Extract a rotation matrix given a camera direction (vector) and a up vector for the camera?
I am having some issues constructing a rotation matrix from a camera direction vector.
The Up vector is computed from the camera direction as such:
up = cross(cross(direc,(0,1,0)),direc)
How do i ...
1
vote
1answer
46 views
How to compute a transformation matrix that describes each position and rotation on a sphere?
I am having an issue constructing my transformation matrices, for this sphere problem.
I know the 3d coordinate of the center, and the radius of, the sphere.
Since I know the radius and center ...
0
votes
2answers
61 views
Fastest way to neutralize scale in the transform matrix?
Let's assume we have 4x4 3D transformation matrix, that is the result of scale, rotation, and translation transforms. How to set its scale to (1,1,1) in the fastest way? Assume also that the matrix is ...
0
votes
0answers
45 views
How to spin a 2D quad in place using only matrices?
In short, I have a textured 2D quad (a sprite). I would like to rotate/spin it about the z-axis (coming out of the screen) using nothing but matrices.
If I do the following to a transform with scale ...
1
vote
0answers
77 views
Control frustum near and far clip plane sizes in a Projection Matrix
I'm trying to achieve a dolly zoom effect.
My first try was the obvious one, the original "zoom in & dolly out" technique, which works nicely.
Except that there are cases which this is not ...
0
votes
0answers
49 views
How to Implement a 2d camera object for a side scroller game
Ok so Heres the problem. I'm Using c++ with sfml for graphics and box2d for physics. I've tried an ultra simple cam movement in the past where i lock the player to the center of the screen and offset ...
0
votes
2answers
71 views
OpenGL perspective matrix far plane
The near plane clips at exactly the value I set just fine but instead of clipping at 1000 the far plane clips at 1.
Here is the code for the projection matrix:
public static Matrix4f perspective(...
0
votes
0answers
22 views
JBullet & LWJGL Rendering objects with jbullet transform
I tried to render objects with jbullet matrix transform. Its something like that: get float array where is stored matrix then put it to floatbuffer and load to Matrix4f using load() function. Use ...
1
vote
1answer
50 views
What are projection independent ways of determining whether a normal is facing the viewer?
A position v and normal n are given in world coordinates. Also there is a view matrix V for world-eye coordinate transition and a projection matrix P for eye-ndc transition. I would like to determine, ...
0
votes
1answer
91 views
Projection Matrix Breaks My Rectangle
This is my vertex shader, shown below.
#version 330 core
in vec3 a_position;
in vec4 a_colour;
// FOV = 70, near plane = 0.1, far plane = 1000
const mat4 u_projection = mat4(
1.428148, 0.0, 0.0,...
0
votes
1answer
309 views
How do you build a rotation matrix from a normalized vector?
I'm trying to find the correct way to build a rotation matrix from a unit vector. I have two arbitrary points in space (p1 and p2), and I'm trying to create the vertices for a rectangle to span ...
1
vote
1answer
211 views
OpenGL Arc-Ball Camera Yaw Pitch GLM::Rotate
I'm currently working on a small Voxel-Editor Project. In the editor, I plan on using an Arc-Ball camera which rotate around the model. My camera is currently working but in an odd way. I can't seem ...
0
votes
1answer
207 views
Convert transform from world to local space
I have a hierarchical node system. Given a world space transform, I need to obtain the transform for a specific node in local space.
My Node class has the following method.
public void worldToLocal(...
0
votes
1answer
151 views
Mode 7 in xna/monogame
I want achieve a view like Mode 7 from snes games where the closer textures get stretched out more and more far away textures look smaller. Something like this:
What I have in my project at the ...
1
vote
2answers
212 views
How to rotate camera using mouse?
I'm looking for a basic example of rotating camera using the mouse. the only problem is I'm not sure of how to rotating the camera around it target. should i do this by an algorithm or is there a ...
-1
votes
2answers
91 views
Rotation, what is the Matrix?
From a previous question, thank you very much by the way, but what on earth is the Matrix of? I'm very new to Mono/XNA and finding any meaningful documentation is practically impossible.
point = ...
2
votes
1answer
62 views
Recap on how a camera works in 3d Space?
This may be marked as a duplicate, but I have been trouble thinking about a camera.
I understand that there is a "camera transform," or view matrix. However, this is multiplied with every vertex in ...
0
votes
0answers
35 views
Rotate object from an origin using a transformation matrix
I'm making a project in lib GDX and I want to rotate an object by changing the transform matrix of the sprite batch to one that rotates an object rendered on screen a given number of degrees from a ...
4
votes
1answer
110 views
Do matrix manipulations for 3D graphics ever produce singular matrices?
A singular matrix is a matrix that cannot be inverted. The vecmath library, for example, throws a SingularMatrixException if you try to invert a singular matrix.
I think I understand what singular ...
0
votes
0answers
12 views
Collision Hull not Transformed Correctly
My collision hulls aren't aligned after my "engine" digests them. I used Spine to create my content. So here is the hierarchical model of my bones.
Where Root, LoadGame, NewGame, QuitGame, and ...
1
vote
1answer
63 views
What is more efficient: Using matrix translation to move a character, or using a vector/scalar?
In 2D or 3D, matrix transformations are used for rotation, scaling, and sheering. However, when it comes to movement, should I go out of my way to use and implement scalar/vector movement, or just ...
1
vote
1answer
71 views
Terminology for the way Transformation Matrix Data is treated
I recently asked a question at math stack exchange and realize a similar questions is more suited for this forum, but the original is here:
http://math.stackexchange.com/questions/1526601/terminology-...
1
vote
1answer
34 views
Last Row of the perspective projection matrix
Could you explain to me what is the purpose of -1 in the last row of the gl_projection matrix? And how it affects the perspective division step ?
3
votes
1answer
56 views
How can I get projected coordinates of vertex on screen
I want to check picking for faces and for that I need projected X Y coordinates of my vertexes in -1 to 1 range:
For that I multiply my vertex array with matrices and then get projected triangle ...
1
vote
2answers
262 views
Cumulative transformation matrices for hierarchical object transformations
I'm having a small issue with my design for hierarchical 3D objects. I'll try to sum things up concisely. Every object has a vector3 for its position, scale, and rotation, as well as a std::vector of ...
0
votes
0answers
112 views
Tweening back from arbitrary 3D rotation in javascript
I'm using a 3D javascript library to rotate the vertex of a 3D object with a classic 3x3 matrix, to an arbitrary angle in the 3D space, as depicted in the image below.
For example, a first ...
2
votes
1answer
82 views
Change value of uniform for each VAO
I've heard from several sources that it's a better approach to pass the model matrix to a shader via a uniform rather than an attribute.
I also know that the idea of a uniform is, that it has the ...
1
vote
1answer
128 views
Applying Transformation Matrices to VBOs in OpenGL
So I've recently tried to add Vertex Buffer Object Matrix transformation to an OpenGL engine I'm working on. I could go about this by applying the matrix to a copy of each vertex individually, but ...
2
votes
2answers
61 views
Strange behavior with transformation matrix
I'm fairly new to transformation matrices. I'm using them to translate and rotate nodes and their child nodes. The following code works when applied once, but shows strange behavior when applied many ...
4
votes
1answer
764 views
Tetris: 2D Rotation Matrix?
I'm creating a Tetris clone right now. I've got the tiles of tetromino stored as an std::array<tile, 4>. Each tile holds its (x,y) coordinates relative to the piece. For example, the t-block is:
...
1
vote
0answers
239 views
Matrix transform from one coordinate system to another
I have been beating my head against the wall for weeks on this and it is time I just break down and ask for help.
I need to move a 3D camera from an in house system into Unreal 4. The two use ...
1
vote
0answers
52 views
Is it normal in skeletal animation to NOT consider the translation component in bone transform matrices?
I'm using assimp to load a model, and DirectX11 and DirectX ToolKit to render it.
In the document of DirectXTK's IEffectSkinning, it says:
As an optimization, SkinnedEffect and DGSLEffect assume ...