POV-Ray : Newsgroups : povray.general : Status of Moray? : Re: New SDL for POVRay Server Time
12 Jul 2025 15:22:55 EDT (-0400)
  Re: New SDL for POVRay  
From: Nicolas Alvarez
Date: 9 Oct 2007 13:13:12
Message: <470bb6a8$1@news.povray.org>

> In article <4709fc49@news.povray.org>, war### [at] tagpovrayorg says...
>> Patrick Elliott <sel### [at] rraznet> wrote:
>>> And I don't think you have *at all* addressed what I was getting at. How 
>>> do you do something like IK, without either a) allowing an object like 
>>> reference system *which keeps track of* which order the transforms took 
>>> place in, such that if you move something, then rotate it, you don't 
>>> want to later just rotate it, and assume its going to produce the same 
>>> result, or b) limiting the types of transforms that *are* possible to an 
>>> already parsed object, or c) reparsing every damn thing in the script, 
>>> so you can recalculate just what the heck the object is described doing 
>>> *in that frame*?
>>   You don't need to reparse the entire object if you simply want to apply
>> some new transformations to it. What you do is to reset its transformation
>> matrix and apply the new transformations to it. That's it.
>>
>>   If what you are doing requires remembering and applying a set of
>> transformations in order, you can simply create an array or whatever
>> with these transformations, or whatever you like. However, that's
>> completely irrelevant from the point of view of the object itself.
>>
>>   The only thing you have to be able to specify is whether a transformation
>> is applied to the object only, the texture only, or both.
>>
>>   You don't seem to understand how transformations work.
>>
> I know damn well how they work. And you don't solve the problem by 
> reverting things. How do you revert **only** to the Nth transform so 
> that you change only that one?

There is no such thing as the Nth transform. There is only one 
transformation matrix. You don't seem to understand how transformations 
work.


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