Some further thoughts: We have two use cases here. The first is for naive users who just want to transform some coordinates and don't want to worry their pretty little heads about the niceties of matrix vs vector math. "What do you mean A * B is not the same as B * A?"
For this use, the easiest approach might be to create some convenience functions or methods that transform a 3d point from local to world coordinates, for example. The 2nd case is people doing vector/matrix math who understand exactly what they are doing. These people understand the nuances of dealing with vectors and matrices and why homogenous coordinates are a good thing. For this case, we should not be doing funny stuff under the covers or creating hidden inefficiencies by unexpectedly renormalizing calculations as we go. Let the math be the math. Our growing robotics and scientific visualization users are the examples here. -- Stephen Swaney [email protected] 231-271-7371 _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
