Skip to main content
7 events
when toggle format what by license comment
Apr 13, 2017 at 12:18 history edited CommunityBot
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
Apr 4, 2016 at 16:01 comment added HolyBlackCat Normally you would call scale() after an object was moved to the origin. (It means, between your translate() calls.) Why do you use scale() as a first transformation?
Apr 4, 2016 at 15:41 comment added Vaillancourt Yes, it is. You have finer control on the order of operations, and you reduce the errors that would accumulate over time due to floating point calculations.
Apr 4, 2016 at 15:37 comment added 101010 Is keeping everything in SQT format the best way to do Transformation matrices? (S: Scale, Q: Quaternion for Orientation, and T: Translation)
Apr 4, 2016 at 14:36 comment added Vaillancourt I don't think there is a way to achieve that. What is the reason why you would like to not store separate data for scale, rotation and translation, and recompute the transformation matrix every frame?
Apr 4, 2016 at 14:34 history edited 101010 CC BY-SA 3.0
updated to clarify question
Apr 4, 2016 at 13:56 history asked 101010 CC BY-SA 3.0