could it be that rotation could be in radians?Rotation is supplied in radians.
Also, the order of each transformation is very important when multiplying matrices.I thought so, but I'm not sure in which order to apply the parameters. When I do three separate transformations (entity.TransformBy(Matrix3d.Scaling(...)), then TransformBy.(Matrix3d.Rotation(...)), ...) everything's fine, but I would like to avoid that.
I thought so, but I'm not sure in which order to apply the parameters. When I do three separate transformations (entity.TransformBy(Matrix3d.Scaling(...)), then TransformBy.(Matrix3d.Rotation(...)), ...) everything's fine, but I would like to avoid that.
I thought so, but I'm not sure in which order to apply the parameters. When I do three separate transformations ... everything's fine, but I would like to avoid that.
While it might _seem_ more technically elegant, I'd doubt the clock cycles saved would make any real difference in the end :)You're certainly right about that. Nonetheless I would like to understand what I [would] have to do to apply the transformation in one step (I know I can be annoying at times :whistling: ).
(I know I can be annoying at times :whistling: ).
All numbers for each axis in a matrix are really scalers applied to the unit vector of each axis ;)Ooookay - I see :woow:
All numbers for each axis in a matrix are really scalers applied to the unit vector of each axis ;)Ooookay - I see :woow:
I think I tried the combination Scaling * Rotation * Displacement before, but I'll try again tomorrow - thanks for your patience (not kidding).