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Beginning Math and Physics for Game Programmers by Wendy Stahler

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Concatenation

This whole chapter has been building up to this particular section. Concatenation is just a fancy name for combining transformation matrices into a single combo matrix. Earlier in this chapter I mentioned several common combinations: scaling with respect to an object's own center point, rotating with respect to the center point (or a vertex), and combining the 3D rotations. We'll use them as examples to demonstrate the concatenation process.

This process can be used for any combination of translation, scaling, and rotation, not just the examples mentioned earlier. Any time you plan to perform more than one transformation within the same frame, you can save a lot of processor time by combining them. It might take you more time up ...

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