On Thursday, 3 September 2020 at 12:36:35 UTC, Thomas wrote:


My example code:
---------------------
import std.stdio;

int main()
{

    import gfm.math.matrix;

    const int width = 800;
    const int height = 600;

    auto projectionMatrix = mat4!(float).identity();
    auto ratio = cast(float)width / cast(float)height;

projectionMatrix = mat4!(float).perspective( 45.0f, ratio, 0.0f, 100.0f );

    writeln("projectionMatrix: ", projectionMatrix );

    auto inversedMatrix = mat4!(float).identity();
inversedMatrix = projectionMatrix.inverse(); // <-- why this does not work ?
    writeln("inversedMatrix: ", inversedMatrix );

    return 0;
}

This is not the problem, but FYI these two lines are reduntant:

auto projectionMatrix = mat4!(float).identity();
auto inversedMatrix = mat4!(float).identity();

This is all you need:

auto projectionMatrix = mat4!(float).perspective( 45.0f, ratio, 0.0f, 100.0f );
auto inversedMatrix = projectionMatrix.inverse();

`perspective` and `inverse` return new instances that overwrite the two identity matrices you initialized, so you're doing work you don't need to do.




The projection matrix will be calculated correctly with
[1.34444, 0, 0, 0, 0, 1.79259, 0, 0, 0, 0, -1, -0, 0, 0, -1, 0] assuming that the screen size is 800x600.

But using the .inverse() function in gfm returns only a matrix with following values: [-nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, -nan, inf, -inf]

I don't know what I am doing wrong here:
- do I call the function wrong way ? (but there is no other way) - is there a bug in the function ? (I do not believe that because the library is battle proved)


My guess is the problem is in the `inverse` implementation:

https://github.com/d-gamedev-team/gfm/blob/master/math/gfm/math/matrix.d#L448

T invDet = 1 / det;

It doesn't check if det is 0.

This shows 1f / 0f results in `inf`:

import std;
void main()
{
    float f = 0;
    float i = 1 / f;
    writeln(i);
}

https://run.dlang.io/is/ZyggRg

With all those zeroes in the perspective matrix and all the multiplications in the `inverse` function, I guess things are getting wonky.



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