I'm sure you already know this, but I'll reply anyways. 

James Richard Tyrer:
>Do you have an algorithm that you intend to implement that doesn't use
>shaders -- doesn't multiply matrices?  As I asked, where is it?
>Everything I have read about 3D is based on matrix multiplication.

Actually when it comes hardware there is surprisingly little matrix
matrix multiplication in the 3D world. Where a matrix is mostly involved
is in the vertex transformation/shader part of the 3D pipeline, and even
here you can manage with a single vector matrix multiplication per
vertex. The trick is that you, in advance, combine the different
transform matrices into a single unified matrix, which you in turn
multiply with the respective vectors that you want to transform into
Screen Space. 

I hate to point to manuals, but extremetech.com has a great series of
articles on the 3D pipeline that can be found here:
http://www.extremetech.com/article2/0,1697,9722,00.asp

And if you want more reading stuff to avoid the SO during the x-mas
vacation, the OpenGL Spec is a great source to learn more about the 3D
pipeline. I'm always learning something new each time I reading it :D

Anyways, those two can explain it better than me. And I hope I was of
some help.

-- 
Life on the earth might be expensive, but it 
includes an annual free trip around the earth.

Kenneth Østby
http://langly.org
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