tag:blogger.com,1999:blog-6042417775578107106.post1724697047250092462..comments2023-08-05T11:30:32.754-04:00Comments on The Hacks of Life: OpenGL Matrix Tricks: Camera PropertiesChrishttp://www.blogger.com/profile/14648675681957285299noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-6042417775578107106.post-56478755171519391772010-01-05T15:13:36.612-05:002010-01-05T15:13:36.612-05:00Yep.Yep.Arseny Kapoulkinehttps://www.blogger.com/profile/18310595345818946666noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-33262580018073404812010-01-05T14:52:54.521-05:002010-01-05T14:52:54.521-05:00Right - if I understand correctly this should work...Right - if I understand correctly this should work nicely for most sanely built model view matrices, but not for a perspective projection matrix or a modelview-projection matrix with projection.Benjamin Supnikhttps://www.blogger.com/profile/04886313844644521178noreply@blogger.comtag:blogger.com,1999:blog-6042417775578107106.post-24910615179182913942009-09-04T01:25:38.009-04:002009-09-04T01:25:38.009-04:00Inverting left upper 3x3 and transforming origin i...Inverting left upper 3x3 and transforming origin is actually a standard procedure for inverting affine transform matrices (view matrix transform is affine) - you transpose left upper 3x3 part (for an affine transform transpose and inverse are the same) and transform origin.Arseny Kapoulkinehttps://www.blogger.com/profile/18310595345818946666noreply@blogger.com