Skip to Main Content
3D Game Engine Design, 2nd Edition
book

3D Game Engine Design, 2nd Edition

by David Eberly
November 2006
Intermediate to advanced content levelIntermediate to advanced
1040 pages
26h 31m
English
CRC Press
Content preview from 3D Game Engine Design, 2nd Edition
242 Chapter 4 Scene Graphs
and translation S
1
R
T
T,allstoredbyrkInverse. If you were to use rkInverse to
transform a point Y, the result would be
X = R
T
S
1
Y S
1
R
T
T
which is not correct. The storage that
rkInverse provides is for convenience only.
Call the
Inverse function, access the individual components of rkInverse, and then
discard
rkInverse.
The transformation of a plane from model space to world space is also sometimes
necessary. Let the model-space plane be
N
0
.
X = c
0
where N
0
is a unit-length normal vector, c
0
is a constant, and X is any point on
the plane and is specified in model-space coordinates. The inverse transformation
of the point is X = S
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

3D Game Engine Architecture

3D Game Engine Architecture

David Eberly
Blender 3D By Example - Second Edition

Blender 3D By Example - Second Edition

Oscar Baechler, Xury Greer
Computer Graphics

Computer Graphics

Alexey Boreskov, Evgeniy Shikin

Publisher Resources

ISBN: 9781482267303