Michael Platings wrote:
> 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);

yeah, but i want to invert m, so i have to copy anyway, don't i?


Michael Platings wrote:
> now there's lots of code out there already using that interface so it can't 
> be changed.

i also noticed this might be a problem... but one could still keep the old 
matrix class and mark it as deprecated. don't know, just an idea... it really 
is confusing (->frustrating) sometimes to newbies.


Michael Platings wrote:
> 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 ;)
:) well, to be honest, i am coming from low-level OpenGL programming and 
confusion arose just when i started with OpenSceneGraph, most the time caused 
by the premultiplication-style matrix operations. (i know this has historical 
reasons and can't be changed.)

------------------------
ithrak (Jason Fisher)

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26842#26842





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