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Atari coding BBS
Re: 3D backface culling 3rd |
Posted by: tat
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Jul,04.2022-10:15
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Hi Roger
You are right in that you could create an inverse rotation matrix by multiplying 3 simple inverse rotations in the reverse order.
However, if you have a 3x3 rotation matrix result, you should be able to create the inverse by transposing that matrix (flipping the matrix entries across the main diagonal).
e.g. if your rotation matrix is [[a,b,c],[d,e,f],[g,h,i]] the transpose/inverse is [[a,d,g],[b,e,h],[c,f,i]].
This transpose trick only really works for rotations, plus a few other exceptions. If you include translation as well as rotation, the inverse becomes a little more difficult.
Hope this helps,
Steve
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