hi Andy

finally i did what i wanted to do in a different way and ignored the decompose 
method. 

as far as i know you can ignore the scale orientation quat if the original 
matrix is not scaled



From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Date: Thu, 9 Oct 2008 14:55:34 -0400
Subject: Re: [osg-users] reconstructing a decomposed matrix






















Actually, looks like I can ignore scale
orientation and multiply scale, rotation, and translation, and get the
original.

 

I don't really understand scale
orientation.

 

andy

 









From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Andy Skinner

Sent: Thursday, October 09, 2008
2:33 PM

To: OpenSceneGraph
 Users

Subject: Re: [osg-users]
reconstructing a decomposed matrix



 

Hmmm.  Although I'd appreciate some
help, I see that this has been asked recently, with lots of jokes and no
answers.  :)

 

I'll fiddle with it some more.  But
if the David that asked before learned anything, I'd appreciate knowing, too.

 

Thanks,

andy

 









From:
[EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
On Behalf Of Andy Skinner

Sent: Thursday, October 09, 2008
2:27 PM

To: OpenSceneGraph
 Users

Subject: [osg-users]
reconstructing a decomposed matrix



 

I'd like to make sure I understand something I'm
doing.  I'm calling decompose() on a modelview matrix.  I get a
translation vector, rotation quaternion, scale vector, and scale orientation
quaternion.

 

How do I put them back together to get the original
matrix?  As I said, I'm trying to check my understanding of what it is
doing.

 

I have converted the translation vector to a translation
matrix, the scale vector to a scale matrix, and the two quaternions into
rotation matrices.  (Maybe they should be something else?)

 

Then I've tried multiplying matrices in various orders, and
I haven't gotten it right.  I don't see decompose used in the examples.

 

Thanks,

andy

 







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