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 _______________________________________________ Open-graphics mailing list [email protected] http://lists.duskglow.com/mailman/listinfo/open-graphics List service provided by Duskglow Consulting, LLC (www.duskglow.com)
