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Andy Siegert wrote:
> This is because while you can skew, scale, or rotate a 3d vector with a 3d
> (3x3) matrix, in order to add translation, you need a 4d (4x4) matrix.
> because of this, povray probably uses 4d matrices so it doesn't have to
> store a seperate transform for translation, otherwise, POV-Ray would need to
> store two transform information structures, with 4x4 matrices, POV-Ray can
> get by with only one data structure stored internally, and it can still do
> any possible transformation of a given 3d vector.
> I hope this helps, and is hopefully also understandable.
Thanks, it's exactly what I wanted to know,
Remco
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