[Bf-committers] Change Representation and Initialisation of Matrices to Conform with Standard Notation

Andrew Hale trumanblending at gmail.com
Fri Dec 9 05:30:12 CET 2011


Hi Dan,

This patch does not change how the data is stored in Blender or how matrix
operations operate on the data. Currently the representation and
initialisation of matrices actually is wrong, as it is a mix column first
indexing (as used internally in Blender) and row first indexing (as used
when accessing from Python). This patch only changes how the data is shown
to the user and how the user creates matrices manually. As such, the data
will still be compatible with OpenGL and while some scripts which access
elements of matrices will be effected, this will be for the better as we
will have consistent and mathematically correct matrices.

Thanks,
Andrew

On Fri, Dec 9, 2011 at 3:07 PM, Dan Eicher <dan at trollwerks.org> wrote:

> On Wed, Dec 7, 2011 at 11:05 PM, Andrew Hale <trumanblending at gmail.com>
> wrote:
> > Hi All,
> >
> > I have written a patch which rectifies a cause of confusion among Blender
> > uses when starting out with matrices and vectors. The patch ensures
> > consistency between the matrix representation and matrix/vector products
> so
> > that they behave in the way that people familiar with math expect. This
> is
> > achieved by adjusting pythons access to the internal storage, while
> keeping
> > the internal data the same. Note that this does not interfere with how
> > matrices are stored internally or how matrix products, additions etc are
> > performed internally.
> >
> > The patch can be found here:
> >
> http://projects.blender.org/tracker/index.php?func=detail&aid=29534&group_id=9&atid=127along
> > with a more in depth explanation.
> >
> > Thanks,
> > Andrew
>
> I thought blender does it this way is because opengl also does row (or
> column, dunno really) major representation?
>
> ...and this patch would break pretty much every script out there.
>
> Dan
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