Path: chuka.playstation.co.uk!news From: "Jon Prestidge (alias Moose)" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Matrices Date: 12 Jun 1997 11:17:35 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 23 Message-ID: <01bc7723$05437940$LocalHost@default> NNTP-Posting-Host: client84dc.globalnet.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Hello, I'm just reading-up on matrices before wading in and trying to write some 3D stuff. I written 3D graphics programs before - but I've done it purely through using trigonometry - so using matrices is a new ball game for me. So if anyone could clear-up the following couple of points that are perplexing me somewhat I'd be very greatful.... All the books and source-codes I've looked at so far (except Yaroze stuff) seem to use 4x4 matrices for 3D work, where as the only structure (ie MATRIX) used in the Yaroze stuff is a 3x3 matrix. Why? However I've noticed that in most examples in books where 4x4 matrices are used (translating,scaling,rotating etc), the last row and column seem largley redundant - is this anything to do with it?... or what? Also what's this Unit Matrix (GsIDMATIX) all about... is it just an ID matrix as the name might suggests? I can't find any significant mention of it in the manual. Is the Unit Matrix mentioned in the Library Reference Manual for the GsInitCoordinate2 routine (page 123 in my copy) the same as GsIDMATRIX? Cheers, Jon