[..Re-post because my original reply never seemed to show up...]

"Jesper Knudsen" <[EMAIL PROTECTED]> writes:
> It seems necessary to negate x-coordinates of meshes, if its matrix has
> negative determinant. Can anyone explain why the designers of 3ds made this
> 'special case'?

What do you mean "it seems necessary to negate x-coordinates"?

IIUC, if a transformation matrix has a negative determinant, that means
it encodes an odd number of mirroring operations.  This means, for
instance, that if you compute the normals of mesh triangles by using the
cross-product of specific triangle edges, the normals of the transformed
matrix will be flipped (if the original normals pointed "out", the
transformed normals will point "in").  For some applications, that
doesn't matter, I suppose; for others, it may.

[This has nothing to do with lib3ds in particular, just a general observation.]

-Miles

-- 
Politeness, n. The most acceptable hypocrisy.


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