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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