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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.

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The perspective projection change the sign of z

I have an issue, I am drawing a cube in 3d. I am using z-buffer for hidden surfaces removal. But the hidden faces are drawn (i see the inside of the cube). After some research And I found that this ...
Abdel Majid Kansoussi's user avatar
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73 views

Matrices for OpenGL shaders

So I'm trying to figure out the model, view and projection matrices. I can, with some effort, find my drawings (3x3x3 structure of cubes) in 3D space and it looks like: The problem is, the cubes seem ...
Valtsuh's user avatar
  • 139
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2 answers
52 views

Custom matrix structure with OpenGL shaders

I have a MAT4 structure. ...
Valtsuh's user avatar
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0 answers
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Matrix parent-child transformation for 2D positioning

I am working with matrix math for parent / child transformations. I have to modify existing calculations to keep child scale constant while also keeping child position relative to its parent. Here's ...
Karli Casper's user avatar
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OpenGL, How should I pass the matrix using VBO and binding points?

I'm trying to make a simple example in OpenGL and C++ to draw a square and change position and size through an array. my problem lies precisely in the passage of the matrix to the shader. I initially ...
Alby's user avatar
  • 1
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1 answer
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Camera rotation in TouchDesigner

I need help on something I'm struggling with very much. I am working on a TouchDesigner patch where I have a Camera COMP with rotation on x, y and z axes. I need the formulas to convert such rotations ...
Alessio Mastrorillo's user avatar
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29 views

Dimetric Screen to World coordinates

I've got a successful projection of world coordinates to the screen, but when I try to generate a ray for screen coordinates to the world, it always generates a fixed point which is invalid. I started ...
George's user avatar
  • 101
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1 answer
108 views

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, ...
junglie85's user avatar
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invert:condition "det==0" is true error with no obvious cause

For my project I am turning my CharacterBody3D 90 degrees on the x-axis towards a wall. To achieve this I set basis.Z to the <...
NEWBIE's user avatar
  • 23
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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? ...
noodle_run's user avatar
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43 views

How to obtain the Position on the screen (Vector2) of the Position of an object in the world (Vector3)?

I have been searching around for a solution to this but still haven't been able to use it or find it, the thing is i need the Screen Position of an object that is being seen, for this i have three ...
user57129's user avatar
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TBN matrix multiplication by normal map texture sample gives incorrect results

Vertex shader: ...
Nickname WENGREEN's user avatar
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Is this gimbal lock I'm hitting even with rotation matrices / quaternions?

I'm spawning a trigger box relative to another object using local offset. The engine I'm using does not provide a native function to make that conversion (at least in a way accessible to me), so I am ...
Drew's user avatar
  • 176
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0 answers
68 views

When does normalization happen in the perspective projection matrix

I am currently watching this video where the instructor shows how the perspective project matrix is actually derived. There are a few things that I am still unclear of. Firstly he says we need to ...
Shaharyar Ahmed's user avatar
2 votes
1 answer
312 views

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?
Ethan's user avatar
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