| Poster | : achyuthan | | Posts | : 6 | | Country | : India | | City | : Chennai |
| | | | Posted by achyuthan on 29/10/2007 at 09:25:50
| | hello reimer,
I thought that scaling of the world is done by multiplying the coordinate of all objects(points) by a specific amount.But, according to the diagram in page 1, i found that the scaled coordinate was closer to the origin than the original coordinate.have i understood things wrong or was there a mistake?
regards,
Achyuthan | |
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| Poster | : riemer | | Posts | : 1392 | | Country | : Belgium | | City | : Antwerp |
| | | | Posted by riemer on 29/10/2007 at 13:20:35
| | Can you be a bit more specific about the page and diagram?
But in general you're correct; by setting a Scaling matrix as World matrix, all coordinates of all vectors are multiplied by this value. | |
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| Poster | : achyuthan | | Posts | : 6 | | Country | : India | | City | : Chennai |
| | | | Posted by achyuthan on 30/10/2007 at 06:50:30
| | The 3rd diagram "scaling" in the "Matrices:geometrical" link.
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 10/02/2012 at 19:31:16
| | | scale by 0<x<1 | |
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| Poster | : Anonymous | | Posts | : | | Country | : | | City | : |
| | | | Posted by Anonymous on 02/09/2012 at 08:01:33
| | | Incorrect.Seriously, you need to re-read his comment then read mine. More plpeoe use consoles Consoles are more fun than PC because more plpeoe use them Do you see now? | |
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