![]() That is, in a 4×4 homogeneous transformation matrix, the first column represents the “right” vector (\(\mathbf\) can be computed by multiplying the two matrices together. In this article I will consider matrices to be column major. In the image above, the camera’s world transform is shown in the left pane and the view from the camera is shown on the right. This matrix is the inverse of the camera’s transformation matrix.Ĭamera World Matrix vs View Matrix – The model of the car is from Nate Robin’s OpenGL tutorials ( ).
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