Home Products Download Order Contacts

comp.graphics.algorithms

Subject: Re: Covert PBRT left-hand coordsys to OpenGL right-hand



mljack wrote:
> Hi,

> i am working with a programme to render the PBRT scene with OpenGL.
> Unfortunately i found PBRT is based on left-hand coordinate system. i
> need convert all primitives and transform data to right-hand format.

> point.z -= point.z can convert all point data in the primitives
> presentation correctly.

> my question is how to convert a 4x4 transform matrix correctly which
> contain some basic transform matrix product. (eg. translate, rotate,
> scale, lookat etc.,)

Construct a 4x4 transformation matrix that does exactly the same thing
you describe above: flip around the z value. Now, you know how to
combine transformation matrices, right? So, combine this with the
others; done.

--
Hans-Bernhard Broeker (broeker@physik.rwth-aachen.de)
Even if all the snow were burnt, ashes would remain.

Reply


View All Messages in comp.graphics.algorithms

path:
Covert PBRT left-hand coordsys to OpenGL right-hand =>

Replies:
Re: Covert PBRT left-hand coordsys to OpenGL right-hand
Re: Covert PBRT left-hand coordsys to OpenGL right-hand

Copyright 2006 WatermarkFactory.com. All Rights Reserved.