Re: [osg-users] That why I think the osg math is really wrong

2007-11-13 Thread Robert Osfield
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

Re: [osg-users] That why I think the osg math is really wrong

2007-11-13 Thread Robert Osfield
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

Re: [osg-users] That why I think the osg math is really wrong

2007-11-13 Thread Schmidt, Richard, SDGE1
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

Re: [osg-users] That why I think the osg math is really wrong

2007-11-13 Thread Dorosky, Christopher G
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