Hi Richard,
The OSG uses post multiplication, if there are any exceptions to this
then they are bugs, it doesn't mean everything is messed up or OSG
maths is generally wrong. Is it only Vec3 * Quat is wrong in your
investigations? Could you add a unit test to the examples/osgunittest
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would require a huge a amount of change, however it's compilant to
glsl than... (is it?!)
While it would be the nice to have the same convention as GLSL, the
OSG's decision to use post multiplication long way
Yep, I gonna fix it and send it in asap.
Richard
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would require a huge a amount of change, however it's compilant
to
glsl than... (is it?!)
While it would be the nice to have the same convention as GLSL, the
OSG's
Of
Schmidt, Richard, SDGE1
Sent: Tuesday, November 13, 2007 9:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] That why I think the osg math is really wrong
Yep, I gonna fix it and send it in asap.
Richard
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would
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