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In povray.general Peter J. Holzer <hjp### [at] sikituwsracat> wrote:
: That doesn't take extra memory per object and is also cleaner from
: an OO point of view. The methods could compute their values from the
: transformation matrix for most objects.
How do you compute the location, scale and rotation of an object from its
transformation matrix?
AFAIK there's more than one way to get any specific transformation matrix.
The problem becomes clearer when you think about sheared objects.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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