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. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org