> m.inverse( m ); ? Don't use it like that as it'll cause an extra matrix copy (see line 614 of Matrix_implementation.cpp). Basically m1.invert(m2); is a more efficient way to express m1 = Matrix::inverse(m2);
> btw: i am not the only one struggling with the matrix interface, maybe it > would be worth the thought of re-engineering it? > I agree it's not the most intuitive, but now there's lots of code out there already using that interface so it can't be changed. And if you find it confusing, think of it as a very light introduction to the kind of confusion and frustration to be encountered in the world of OpenGL ;)
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