I think the usual use case for computing vertex coords as transformed by projection or modelview is that you have only a small number of vertex, and need to figure out their distance or similar.
To do this you can just put the modelview matrix in one euclid Matrix4, the projection matrix in another, multiply projection by modelview and use this matrix to multiply any vertex you need. Most of the intra-scene calculations you can do without any transformation. You can do hundreds of matrix * vector transformation in pure python in an eyeblink. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
