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	<title>Comments on: World, View and Projection Matrix Unveiled</title>
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	<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/</link>
	<description>2D/3D Art, Textures, Design, Programming, DirextX, OpenGL, OGRE 3d, Photography</description>
	<lastBuildDate>Wed, 07 Jul 2010 08:31:52 +0000</lastBuildDate>
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		<title>By: sdg</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-39</link>
		<dc:creator>sdg</dc:creator>
		<pubDate>Wed, 07 Jul 2010 08:31:52 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-39</guid>
		<description>Thank you. Really helpful.</description>
		<content:encoded><![CDATA[<p>Thank you. Really helpful.</p>
]]></content:encoded>
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	<item>
		<title>By: Mitch</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-38</link>
		<dc:creator>Mitch</dc:creator>
		<pubDate>Sat, 05 Jun 2010 22:19:11 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-38</guid>
		<description>I just happened upon your page while searching google for this this very subject, and I thank you for providing insight.  I do, however partially agree with the post made by n0p: were the 1s of the identity matrix occupying the &quot;rotation&quot; subcategory of the homogeneous, 4x4 matrix to be changed to any other number, the corresponding component of the vertex&#039;s position would scale in a directly proportional fashion.  Yet, if only one of the elements of the &quot;scale&quot; subcategory [M(0,3) for example] is changed from zero, it could scale all the vertex&#039;s components similarly and in an inversely proportional style.  This is provided that the vertex is made into a 1x4 matrix with elements [x  y  z  w] and the resulting 1x4 matrix is translated into a 3d point, such that P(x/w, y/x, z/w).</description>
		<content:encoded><![CDATA[<p>I just happened upon your page while searching google for this this very subject, and I thank you for providing insight.  I do, however partially agree with the post made by n0p: were the 1s of the identity matrix occupying the &#8220;rotation&#8221; subcategory of the homogeneous, 4&#215;4 matrix to be changed to any other number, the corresponding component of the vertex&#8217;s position would scale in a directly proportional fashion.  Yet, if only one of the elements of the &#8220;scale&#8221; subcategory [M(0,3) for example] is changed from zero, it could scale all the vertex&#8217;s components similarly and in an inversely proportional style.  This is provided that the vertex is made into a 1&#215;4 matrix with elements [x  y  z  w] and the resulting 1&#215;4 matrix is translated into a 3d point, such that P(x/w, y/x, z/w).</p>
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	<item>
		<title>By: n0p</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-37</link>
		<dc:creator>n0p</dc:creator>
		<pubDate>Wed, 07 Apr 2010 16:08:19 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-37</guid>
		<description>Please update your page.

An homogeneous matrix does have a scale part in the fourth column.
The scale part is mixed within the 3x3 rotation part.</description>
		<content:encoded><![CDATA[<p>Please update your page.</p>
<p>An homogeneous matrix does have a scale part in the fourth column.<br />
The scale part is mixed within the 3&#215;3 rotation part.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: RobertoK</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-35</link>
		<dc:creator>RobertoK</dc:creator>
		<pubDate>Sun, 04 Apr 2010 20:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-35</guid>
		<description>I&#039;ll see to update that part, ASAP! Thanks!</description>
		<content:encoded><![CDATA[<p>I&#8217;ll see to update that part, ASAP! Thanks!</p>
]]></content:encoded>
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	<item>
		<title>By: Vite Falcon</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-34</link>
		<dc:creator>Vite Falcon</dc:creator>
		<pubDate>Thu, 11 Mar 2010 22:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-34</guid>
		<description>That didn&#039;t turn out right...
the matrix format is:
&lt;code&gt;
R*Sx   R     R     T
R      R*Sx  R     T
R      R     R*Sz  T
0      0     0     1
&lt;/code&gt;</description>
		<content:encoded><![CDATA[<p>That didn&#8217;t turn out right&#8230;<br />
the matrix format is:<br />
<code><br />
R*Sx   R     R     T<br />
R      R*Sx  R     T<br />
R      R     R*Sz  T<br />
0      0     0     1<br />
</code></p>
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	<item>
		<title>By: Vite Falcon</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-33</link>
		<dc:creator>Vite Falcon</dc:creator>
		<pubDate>Thu, 11 Mar 2010 21:57:30 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-33</guid>
		<description>You got a good tutorial but I believe the ordering of the matrix elements are wrong. Ogre3D (even OpenGL and standard mathematics) matrices uses the format:


R*SxRRT

RR*SyRT

RRR*SzT

0001


And the standard order of multiplying is:
matrix3 x matrix2 x matrix1 x vector, where vector is treated to be a 3x1 matrix.</description>
		<content:encoded><![CDATA[<p>You got a good tutorial but I believe the ordering of the matrix elements are wrong. Ogre3D (even OpenGL and standard mathematics) matrices uses the format:</p>
<p>R*SxRRT</p>
<p>RR*SyRT</p>
<p>RRR*SzT</p>
<p>0001</p>
<p>And the standard order of multiplying is:<br />
matrix3 x matrix2 x matrix1 x vector, where vector is treated to be a 3&#215;1 matrix.</p>
]]></content:encoded>
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	<item>
		<title>By: Dorset Software</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-32</link>
		<dc:creator>Dorset Software</dc:creator>
		<pubDate>Wed, 10 Mar 2010 17:08:42 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-32</guid>
		<description>Thank you. This helped!
Particularly the 4×4 homogeneous matrix diagram.
I have seen this before in other places, but I couldn&#039;t find it when I went looking for it.
I knew enough of this stuff already to be able to get by fine on most things - (including modifying shaders even!), but nice to have it all laid out so clearly and comprehensively.</description>
		<content:encoded><![CDATA[<p>Thank you. This helped!<br />
Particularly the 4×4 homogeneous matrix diagram.<br />
I have seen this before in other places, but I couldn&#8217;t find it when I went looking for it.<br />
I knew enough of this stuff already to be able to get by fine on most things &#8211; (including modifying shaders even!), but nice to have it all laid out so clearly and comprehensively.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tharindu Dasun</title>
		<link>http://robertokoci.com/world-view-and-projection-matrix-unveiled/comment-page-1/#comment-30</link>
		<dc:creator>Tharindu Dasun</dc:creator>
		<pubDate>Mon, 25 Jan 2010 14:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://robertokoci.com/?p=252#comment-30</guid>
		<description>Omg You Open My Eyes To 3D World.. !</description>
		<content:encoded><![CDATA[<p>Omg You Open My Eyes To 3D World.. !</p>
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