Without vector math the scenegraph is a giant black box to you and you will
see behaviors you won't understand in anything beyond the most trivial
application

As cross of multiple game companies I would no more hire someone who had no
3D math background to code a 3D game then I would hire someone without a
drivers license to drive a delivery van.

Its a basic qualification for the job.
On Jun 12, 2011 2:48 PM, "Michael Iv" <[email protected]> wrote:
> Andreas just read Adobe docs regarding transformVector() and
> deltaTransformVector() and their differences .It is really simple, No
> "cruel" vector math. transformVector returns transformed vector both by
> matrix orientation and translation components whereas deltaTransform
> transform the input vector only by orientation of the matrix.
>
>
> On Mon, Jun 13, 2011 at 12:19 AM, Jeffrey Kesselman <[email protected]
>wrote:
>
>> Vector algebra is " normal" for anyone trying to program 3d graphics. If
>> this is what you want to do you better study more math
>>
>> Sorry to sound cruel but that's the reality.
>> On Jun 12, 2011 4:21 PM, "Andreas Jirenius" <[email protected]> wrote:
>> > Ok, I have never studied math above the "normal" level and actually
>> > never studied matrices in any way so please help me out here :)
>> >
>> > I got an ObjectContainer3D that is rotated in different axis. Also I
>> > got a smaller ObjectContainer3D as a child inside this first one. The
>> > child is ALSO rotated in different ways.
>> > Is there any simple solution the get a global(!) Vector pointing in
>> > the direction the smaller object is "looking at" (preferrable). Or
>> > maybe get the global rotation of the smaller object (x,y and z).
>> >
>> > Grateful for any help!
>>
>
>
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> Tel:054-4962254
> [email protected]
> [email protected]

Reply via email to