hello Fred and Chien

thank you for your reply
no I finally understand why there is a point3f AND a vector3f class :-)

maybe it would be useful if the difference between point3f and vector3f
would be mentioned in the documentation of the classes itself...

greets,

mattie

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I think that it's less a bug in Transform3D and more an exposure
of excessive generosity in the constructors of the vecmath
library.
Vecmath implements homogeneous coordinates in the usual way.
Points have the form (x, y, z, 1), and they transform to points.
Vectors have the form (x, y, z, 0), and they transform to
vectors.  Trouble is that vecmath lets you construct vectors
with the form (x, y, z, 1) by virtue of their inheritance from
Tuple4f, and the results you get are difficult to interpret or
flat misleading.
The operation you propose really isn't defined (because proper
Vector4fs have the form (x, y, z, 0)) even though vecmath lets
you do it.
HTH,
Fred Klingener

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