Questions tagged [matrix]
A 2D array of numbers, symbols or expressions, arranged in rows and columns. Each row must have the same number of columns. The numbers, symbols or expressions themselves are called elements or entries.
602 questions
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How to calculate the Number of blocks per column in an N step pyramid?
Designing a space game, where each ship has a certain size/ number of layers of armor. for example 3 layers size 7.. .Which would look like this: ...
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Rotation Matrix rotating in context over another Rotation Matrix
I have 2 rotation matrixes than work in a world that have three dimensions (X, Y and Z) being Y the one of the height. One of such rotations works using Y dimension, from the point of the center of ...
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Custom matrix structure with OpenGL shaders
I have a MAT4 structure. ...
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1 answer
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How can I calculate vertex positions for a rectangle outline using a unit square, vertex normals, model matrix and outline thickness?
I'm trying to draw a hollow rectangle (i.e. the border of a rectangle without the middle) using a unit square plus normals. The actual positions are being calculated in my vertex shader. For example, ...
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How to make calculating the inverse matrix more robust?
When I calculated the inverse matrix, I found that the error in using the float data type would cause the inverse matrix calculation error. Is there any good solution? ...
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How do I create a localtoworldmatrix and worldtolocalmatrix in Godot?
From what I can tell Godot uses Projection for 4x4 matrixes, but I see no way to generate a localtoworldmatrix from a given transform in Godot, how do I do this?
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Rotate UVs in shader and contains result into quad with repeat edge pixels
I ask for help - I need to rotate the UV scan inside the quad by a certain angle (set by a parameter) so that the result is embedded in the original UV, and the missing areas are repeat edge pixels. ...
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Inertia Tensor Relative to Center of Mass vs Inertia Tensor in Body Coordinates
If I have the inertia tensor relative to the center of mass, is that the same as the inertia tensor in body coordinates? If no, can you please explain the difference and how do I numerically calculate ...