Jasper St. Pierre
Jasper St. Pierre
No. There are infinitely many values of Rotation, Translation, Scale and Origin that combine to the same matrix. Origin is a convenience parameter, but it is impossible to recover. Decomposition...
Rotation and scale are identical, the only difference is the translation. If you know the origin you used to create the matrix with, you can extract the original translation with...
As a quick helper, you can use `Float32Array.from()` in your case: ```ts const myVecs: vec3[] = [vec3.fromValues(1, 2, 3), vec3.fromValues(4, 5, 6)]; gl.bufferData(gl.ARRAY_BUFFER, Float32Array.from(myVecs.flat()), gl.STATIC_DRAW); ```
I probably won't have time for a bit to write one.
To get from the position (0, 0, 10) to the target (0, 0, 0), one must move themselves by (0, 0, -10), or take 10 steps along the (0, 0,...
https://github.com/nfrechette/rtm https://github.com/Microsoft/DirectXMath https://github.com/Unity-Technologies/Unity.Mathematics/ https://github.com/ebassi/graphene
And one more: Unity as well (). This is far from the first time I've seen this :) . I'm slightly worried about back-compat, but I think pretty much everybody...
> I think that'd be a footgun. The current global settings do not significantly alter the results of the calculations, a depth range global setting on the other hand would....
Not 100% true. There's [FS_IOC_GETFSMAP](http://man7.org/linux/man-pages/man2/ioctl_getfsmap.2.html), which is painful to use, but still better than writing FS parsers by hand.
That quote appears to be talking about what's configured by glDepthRange, which is talking about the output range in *viewport* space. Viewport space is the same for both WebGL and...