Hi Vincent, The OSG's support for Vec3 * Matrix does an implicit case up to Vec4, and the does the w divide, so what you are getting is Vec4(Vec3,1) *Matrix.
The OSG convention is also post multiplication so to convert an objects from local coords to world you do: v_world = v_local * ModelMatrix; Robert. On Wed, Dec 10, 2008 at 4:31 PM, Vincent Bourdier <[EMAIL PROTECTED]> wrote: > 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. > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

