Hi,
Just a problem of math & OSG :
I have
* a vec3d point in relative coordinate
* a matrix to transform in world coordinate
I need to make something equivalent to vec = mat * vec ...
But the 3d vector cannot be trnasformed by a matrix (4*4) ...
For the moment I do :
line = mat.getRotate() * (mat.getTrans() + line);
It look good, even if I would prefer having a best way, but, I have to add
the scale component now...
I don't think my code is safety or proper... so is there a "real" way to
apply a Matrixd to a vec3d without transformation lost ?
Thanks,
Regards,
Vincent.
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