Just to clarify here, are we changing the way things work, or simply
adding another operation?
If we change the way things are working, hopefully it will be reflected
strongly in the release notes.

Chris 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Schmidt, Richard, SDGE1
Sent: Tuesday, November 13, 2007 9:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] That why I think the osg math is really wrong

Yep, I gonna fix it and send it in asap.


Richard

On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
<[EMAIL PROTECTED]> wrote:
> This would require a huge a amount of change, however it's compilant
to
> glsl than... (is it?!)

While it would be the nice to have the same convention as GLSL, the
OSG's decision to use post multiplication long way pre-dates GLSL.
The OSG follows how OpenGL actually stores matrices, rather than what is
documented and adopted for GLSL.

Changing to fit GLSL conventions would require refactoring a lot of OSG
and critically user code, and in a way that would be awkward to catch
automatically catch possible bugs that it'd introduce.  If we were still
in pre beta days it'd be easier, but right now we have a lot less
flexibility, the 2.x has to stick with the current convention.

Fixing the Vec Quat bug is important to do, I'll currently focused on
other work right now so can't tackle this right away.  Any chance you
fix the offending methods and send them into osg-users?

Robert.
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