On Fri, Dec 02, 2011 at 10:47:36PM +1100, Andrew Hale wrote: > > I've written a proposal to change the current handling of transfomations of > vectors and remove the use cases for 4D vectors. The proposal can be found > here: > http://wiki.blender.org/index.php/User:TrumanBlending#Proposal:_Four_Dimensional_Mathutils_Vectors
I find this disturbing. I'm not a math weenie and it has been a while since I have done any heavy-duty computer graphics, but the way I learned it was 4D homogenous coordinates were *the* basis for matrix calculations. I realize we do some hacks like automagically extending 3D vectors so people don't have to understand what they are doing. And that in some cases, we may not be mathematically correct. However, given the growing emphasis on using Blender for scientific visualization and robotics, rather than adding some hacks we would be better off fixing what is broken. Either that, or switching to numpy for our math heavy lifting. Before doing anything with this, we need to get some of our math experts to sit down and work through the implications. For me, it has the warning lights flashing. -- Stephen Swaney sswa...@centurytel.net 231-271-7371 _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers