33ddbf9aa0
Actually, both OpenGL and DirectX specify a matrix layout where the base vectors and the translational part is consecutive in memory. OpenGL uses post-multiplication of column-vectors and stores the matrix in column-major storage format: | X1 Y1 Z1 T1 | | a | | X2 Y2 Z2 T2 | | b | | X3 Y3 Z3 T3 | | c | | 0 0 0 1 | | 1 | DirectX on the other hand uses row-major storage format but also pre-multiplication of row-vectors | a b c 1 | | X1 X2 X3 0 | | Y1 Y2 Y3 0 | | Z1 Z2 Z3 0 | | T1 T2 T3 1 | So a matrix is stored the same way in both frameworks and both times the translational part is consecutive, which is not the format that Assimp uses. |
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AssimpCmdDoc_Html | ||
AssimpDoc_Html | ||
architecture | ||
CMakeLists.txt | ||
Doxyfile.in | ||
Doxyfile_Cmd | ||
Preamble.txt | ||
datastructure.xml | ||
dox.h | ||
dox_cmd.h |