It contains, AFAIK: * A coordinate System (expressed with 3 3D vectors ): (CXx, CXy,CXz),(CYx, CYy,CYz),(CZx, CZy,CZz) * A relative position (origin of the coordinate System) : Ox, Oy, Oz * 4 extra numbers that may have sense for textures and cameras: W1,W2,W3,W4
This is the matrix: - CXx, CXy, CXz, W1 - CYx, CYy, CYz, W2 - CZx, CZy, CZz, W3 - Ox,Oy,Oz, W4 The identity matrix is a matrix that doesn't change the parent: 1,0,0,0 0,1,0,0 0,0,1,0 0,0,0,1 It is a coordinate System which: - X vector is 1,0,0 (Same as parent) - Y vector is 0,1,0 (Same as parent) - Z vector is 0,0,1 (Same as parent) - Origin is in 0,0,0 (Same as parent) I don't know much about transformation matrix, but i hope this answers your question.
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