|
![](/i/fill.gif) |
David Fontaine <dav### [at] faricy net> wrote:
: Shearing is the best use of matrices I think.
How do you make shearing in your program that is easier to use than using
a matrix transformation in povray?
: To do it with normal tranforms
: takes some trig.
Yes, but you can use a matrix as well.
: But it also writes more compact code if for some reason you
: want something like
: object { ... translate ... scale ... rotate ... translate ... }
What's the advantage of the compact code?
A matrix transformation is a lot harder to read and understand than a series
of other transformations.
And besides, you'll probably want to modify some of those transformations.
In matrix form that's pretty complicated.
: (maybe you want to an object to be scaled and rotated about a point other than
: the origin and then move it into place...)
I don't see the problem here.
translate -LocalOrigin
transformations
translate LocalOrigin
And that's a lot easier to read and understand than a matrix transformation.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
![](/i/fill.gif) |