Timeline for How does a 4x4 matrix represent an object in space and matrix lore?
Current License: CC BY-SA 4.0
11 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Aug 21, 2019 at 5:55 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Minor touch-ups |
| Aug 21, 2019 at 5:15 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Formatting, more explanation and links |
| Aug 19, 2019 at 18:13 | history | edited | Pikalek | CC BY-SA 4.0 | added subscript notation where it was missing in the mathjax content & switched to juxtaposition for multiplication |
| Aug 19, 2019 at 3:08 | history | edited | Pikalek | CC BY-SA 4.0 | fixed a few typos & converted to mathjax |
| Jun 30, 2016 at 9:46 | comment | added | 0xen | @DMGregory That's quite a useful little fact, thank you. I'll try and use them in practise, but I just wanted to get the theory down prior to doing anything. | |
| Jun 29, 2016 at 21:36 | comment | added | DMGregory♦ | Still not sure what you mean - there's a [0, 0, 0, 1] in the final row of all of these matrices. (Fun fact for 0xen: many game vector math libraries will store matrices as 3x4, omitting this last row since it's so predictable, and just "pretend" it's there for purposes of transformation calculations) | |
| Jun 29, 2016 at 21:20 | comment | added | wondra | Turns out I just did not see them, (they were not present in summary matrix) | |
| Jun 29, 2016 at 20:40 | comment | added | DMGregory♦ | @wondra I'm not sure if I understand your comment. I describe homogeneous coordinates briefly when defining p_source - was there something you wanted to elaborate on here? | |
| Jun 29, 2016 at 20:04 | comment | added | wondra | ...plus homogeneous coordinates for the last elements if I am not mistaken | |
| Jun 29, 2016 at 14:47 | comment | added | 0xen | Thank you for the brilliant reply, it definitely has cleared some things up for me | |
| Jun 29, 2016 at 13:18 | history | answered | DMGregory♦ | CC BY-SA 3.0 |