Always false float comparisons
Ethan Watson via Digitalmars-d
digitalmars-d at puremagic.com
Tue May 17 00:47:58 PDT 2016
On Monday, 16 May 2016 at 14:32:55 UTC, Andrei Alexandrescu wrote:
> It is rare to need to actually compute the inverse of a matrix.
Unless you're doing game/graphics work ;-) 4x3 or 4x4 matrices
are commonly used to represent transforms in 3D space in every 3D
polygon-based rendering pipeline I know of. It's even a
requirement for fixed-function OpenGL 1.x.
Video games - also known around here as "The Exception To The
Rule".
(Side note: My own preference is to represent transforms as a
quaternion and vector. Inverting such a transform is a simple
matter of negating a few components. Generating a matrix from
such a transform for rendering purposes is trivial compared to
matrix inversion.)
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