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Thread: Do I need custom Matrix classes in OpenGL?

  1. #1
    Junior Member Newbie
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    Jul 2002
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    Sydney, NSW, Australia
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    Do I need custom Matrix classes in OpenGL?

    I know that when manipulating the model-view matrix stack, OpenGL will know where a local vertex co-ord should be in world space.

    But how can I obtain that world point, for say, a collision detection system? Do I need to maintain my own matrix system, duplicating the same transformations as are being rendered? Or Is there an OpenGL command such as: glLocalToWorldfv(aVector)?

    newbie kind of thing...
    -- Work hard, Rest
    Harder --

  2. #2
    Senior Member Regular Contributor
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    Apr 2002
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    St. Louis, MO USA
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    Re: Do I need custom Matrix classes in OpenGL?

    You dont NEED to, but it will make your life easier. I like to save my transformation matrices because they come in handy for things like collision detection and clipping.

  3. #3
    Junior Member Newbie
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    Jul 2002
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    Sydney, NSW, Australia
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    Re: Do I need custom Matrix classes in OpenGL?

    cheers,

    I'll add them, and when rendering, use my own transform data to manipulate OpenGL's matrix stack.
    -- Work hard, Rest
    Harder --

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