Path: chuka.playstation.co.uk!news From: "Christoph Lürig" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: GsGetLw - Anyone? Date: Wed, 15 Jul 1998 23:32:47 +0200 Organization: PlayStation Net Yaroze (SCEE) Lines: 36 Message-ID: <35AD1FFF.81579D@aol.com> References: <35ACE283.EEFA93ED@ndirect.co.uk> NNTP-Posting-Host: 167-100-136.ipt.aol.com Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.02 [en] (Win95; I) Hi Alex! The Lw Matrix dexribes the transformation of the local coordinate system to the world coordinate system. The lihting subsystem of the PSX needs this matrix to perform the calculations (probably for the transformation of the normal vectors of surface elements). The Ls Matrix transforms the local coordinates into viewing coordinates, where the origin is positioned at the Viewing Reference Point and the Z-Axis is pointing into viewing direction and the -Y-Axis is poiting into the viewing up vector direction. The Application of the Ls Matrix is perfomed juts before the perspective transformation is done. As you ussually perform lighting and drawing of an object, you have this GsGetLws method that returns both matrices. Alex Herbert wrote: > Hi all. > > Right, I've sussed all the 2D stuff, and now I'm starting on 3D. I've > written a simple program which throws a few flat shaded dodecahedrons > about the screen. Everything fine so far, but, I don't understand how > or why I should use the GsGetLw/GsGetLws functions. Obviously I'm using > GsGetLs successfully and all seems fine. The manuals confuse me on > this. They seem to suggest it has something to do with lighting but I'm > not sure. The Library Reference gives exactly the same explanation for > both GsGetLs and GsGetLw. > > Can anyone tell me in simple terms what GsGetLw is for, or maybe > describe a situation where it would be used. > > Thanks, > > Herbs