Matrices can be your Friends
5 hours ago
- #Matrix
- #OpenGL
- #Transformation
- OpenGL matrices are stored in a 4x4 array with a column-major layout, differing from mathematical row-major convention.
- The last row of a rigid-body transformation matrix is always [0, 0, 0, 1], simplifying calculations.
- The rightmost column (elements 12-14) represents translation, while the top-left 3x3 submatrix represents rotation.
- Visualizing a unit cube transformation helps understand how the matrix affects object orientation and position.
- Matrices can represent complex transformations (e.g., squash, stretch, shear) by modifying axis vectors.
- The identity matrix leaves objects unchanged, serving as a 'do nothing' transformation.
- Using matrices directly is more efficient than chaining multiple OpenGL transformation commands.