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Thread: Matrix Manipulation's

  1. #1
    Intern Contributor
    Join Date
    May 2001
    Location
    Cheltenham,Gloucestershire,England
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    59

    Matrix Manipulation's

    Hello there,

    would it be possible to enable changes to the current matrix between these calls to
    glBegin(..) glEnd() as this would be
    extremely usefull in rendering particle fx
    and skeletal animations.

  2. #2
    Intern Newbie
    Join Date
    Jan 2001
    Location
    Sweden
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    35

    Re: Matrix Manipulation's

    glBegin and glEnd are old and deprecated.
    use vertex arrays instead.

  3. #3
    Member Regular Contributor
    Join Date
    Mar 2001
    Posts
    319

    Re: Matrix Manipulation's

    I don't think that they are deprecated. Are they? And in any case, I'm not sure that this answers MButchers. If I understand correctly, what he wants to do is transform one vertex using one matrix, and another using another matrix. Using vertex arrays is not an answer to this.

    MButchers, if I understand correctly what you want, then there are a couple of extensions that provide several modelview matrices, and blend the results of vector transformation using them. They could be used to specify different matrices for different vertices, but using 1 for the blend factor of the specific matrix, and 0 for the others, or you can blend the results, which would perhaps be even better for things like skeletal animations.

    Unfortunately, it seems that NVIDIA (TNT, GeForce chip families) and ATI (Radeon) use different extensions. ATI uses ARB_vertex_blend(http://oss.sgi.com/projects/ogl-samp...rtex_blend.txt), which supports up to 32 matrices, while NVIDIA seems to implement only EXT_vertex_weighting
    (http://oss.sgi.com/projects/ogl-samp..._weighting.txt), which supports only two modelview matrices.

  4. #4
    Intern Contributor
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    May 2001
    Location
    Cheltenham,Gloucestershire,England
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    Re: Matrix Manipulation's

    Thanks ET3D i will take a look at these.

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