> (why not use premultiplication like > everyone else, including OpenGL?)
??? 1) The OpenGL spec uses postmultiplication notation. If the current top of matrix stack is C, and you call glMultMatrix( M ), then the new top of matrix stack is CM. See OpenGL specification under MultMatrix. 2) It's just a notational convention anyway. Again, see the OpenGL spec under MultMatrix. Finally, I believe that if you have a MatrixTransform parent containing a translation, and a MatrixTransform child containing a scale, then the results would be the same as if you had made the following OpenGL calls: glTranslatef() glScalef() Robert, please correct me if I'm wrong here. I'm just getting to writing the QSG section on matrices... -Paul _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
