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InsideQC Forums • View topic - Standards for 2D transforming

Standards for 2D transforming

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Standards for 2D transforming

Postby mankrip » Fri Jun 18, 2010 5:55 pm

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Postby Zylyx_ » Fri Jun 18, 2010 10:52 pm

Everything is done 3D, even things that seem to be 2D transformations they are done in 3D. There is no point in writing a matrix library/interface, since there are so many well written and free to use ones out there. Also, unless you know exactly what you are doing, chances are you are gonna end up with half assed matrix class that works not even half as well as other matrix operation classes out there.

Same goes for vector, quaternion and other misc maths functionality. OpenGL already provides a standardazied method for performing 2D rendering in a 3D scene.

....noodle...
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Postby Zylyx_ » Fri Jun 18, 2010 10:54 pm

If you do really want to get your hands dirty, my personal recommendation:

....noodle...
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Postby mh » Fri Jun 18, 2010 11:17 pm

Direct3D comes with an incredibly rich set of matrix routines that cover just about anything you might want to do, are hyper-optimised, will give you SSE/etc support, and so on. They can even be linked to an OpenGL (or general math) program and used in that as they don't require a Device to be created. No D3D programmer in their right mind would use anything else; they might wrap them to handle conversion from in-game data types to D3D data types, and they might write special-case versions for specific circumstances that a generic library can't foresee, but otherwise why reinvent the wheel?

Unless it's fun of course, in which case by all means power ahead! :D
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Postby mankrip » Fri Jun 25, 2010 6:53 am

Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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