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		<title>OpenGL Dev - Math and Algorithms</title>
		<link>http://www.opengl.org/discussion_boards/ubbthreads.php</link>
		<description>OpenGL Dev - Math and Algorithms</description>
		<generator>OpenGL.org Discussion and Help Forums - UBB.threads(tm)</generator>
		<item>
			<title>Center Of Mass Rigid Body</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309899#Post309899</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			I had a quick look through the reference paper given above. All I can say is &quot;good luck with that&quot;. 
If you can make head or tail from that lot figuring out how to make an OpenGl engine must be trivial&amp;#128540;]]>
			</description>
			<pubDate>Thu, 09 Feb 2012 04:22:48 PST</pubDate>
		</item>
		<item>
			<title>Multiply MVP matrices by a (0,0,0) point=(0,0,0)?</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309804#Post309804</link>
			<description>
			<![CDATA[<b>Posted by</b> Narann:<br />
			Thanks for this precious informations. :)

There was a problem with &quot;Vector&quot;. I'm trying with &quot;Point&quot;. I'm using pymel and I suppose I have a problem in the way I get values...

I will continue my investigations.

Thanks a lot for this! :)]]>
			</description>
			<pubDate>Tue, 07 Feb 2012 04:38:24 PST</pubDate>
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		<item>
			<title>Regarding the MSAA algorithm</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309746#Post309746</link>
			<description>
			<![CDATA[<b>Posted by</b> myk45:<br />
			Thanks a lot overlay and Zbuffer!]]>
			</description>
			<pubDate>Sun, 05 Feb 2012 21:39:37 PST</pubDate>
		</item>
		<item>
			<title>3D math lib</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309743#Post309743</link>
			<description>
			<![CDATA[<b>Posted by</b> mhagain:<br />
			D3DX.  Not joking - it's fully usable with OpenGL and since you're using Visual Studio I assume that you're not overly concerned about portability.]]>
			</description>
			<pubDate>Sun, 05 Feb 2012 20:27:00 PST</pubDate>
		</item>
		<item>
			<title>MVP functions</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309685#Post309685</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=Alfonse Reinheart]What you're talking about is combing row-major storage with [i]row vectors[/i]....This results in [i]identical[/i] data to storing a column-based matrix in a column-major array. That's why transposing isn't necessary; because]]>
			</description>
			<pubDate>Fri, 03 Feb 2012 11:40:31 PST</pubDate>
		</item>
		<item>
			<title>eye-space to Image-space</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309541#Post309541</link>
			<description>
			<![CDATA[<b>Posted by</b> Dark Photon:<br />
			[quote=saam_b]...now in my program I have to convert this depth from texture coordinate to eye-space in my shader for further calculations. the problem is I don't know about the mathematics behind this and if someone can introduce a reference or expl]]>
			</description>
			<pubDate>Tue, 31 Jan 2012 07:05:02 PST</pubDate>
		</item>
		<item>
			<title>2d points and 3dmatrix transform ifc</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309498#Post309498</link>
			<description>
			<![CDATA[<b>Posted by</b> giuseppe500:<br />
			i doo that you ave saw.
but i understand the problem:
I have a block in my code that return an array of  x and y coords for a section manager.
The problem is that if i have the direction of the beam(a line) in the z coord i must take the y and z c]]>
			</description>
			<pubDate>Mon, 30 Jan 2012 04:06:37 PST</pubDate>
		</item>
		<item>
			<title>Particle Plane Collision</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309293#Post309293</link>
			<description>
			<![CDATA[<b>Posted by</b> glnoob_andre:<br />
			Ok]]>
			</description>
			<pubDate>Tue, 24 Jan 2012 13:28:06 PST</pubDate>
		</item>
		<item>
			<title>calculating UV coordinates of arbitrary meshes</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309193#Post309193</link>
			<description>
			<![CDATA[<b>Posted by</b> thokra:<br />
			If you can have a DDC tool create correct UVs, why don't you use the same coordinates with OpenGL?]]>
			</description>
			<pubDate>Sun, 22 Jan 2012 05:54:12 PST</pubDate>
		</item>
		<item>
			<title>3D Terrain</title>
			<link>http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&amp;Number=309191#Post309191</link>
			<description>
			<![CDATA[<b>Posted by</b> BionicBytes:<br />
			[quote]

Registered: 05/08/08 
Posts: 39  Hi
x &lt; 128 same for y and z height should be anything probably ]]>
			</description>
			<pubDate>Sun, 22 Jan 2012 05:17:39 PST</pubDate>
		</item>
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