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by Animats 1339 days ago
"Then, when doing the model to camera space transformation instead of calculating the MODELVIEW_MATRIX, we separate the transformation into individual components and do the rotation/scale separately from the translation."

That's the core idea here. A bit more detail would help. Is that done in the GPU? Is that extra work for every vertex? Does it slow down rendering because the GPU's 4x4 matrix multiplication hardware can't do it?

I actually have to implement this soon in something I'm doing. So I really want to know.

1 comments

Ah. Thanks.

This is overkill for what I'm doing. They want to zoom way out and see planet-sized objects. I just have a big flat world a few hundred km across. So the usual "offset the render origin" approach will work. I don't have to update on every frame, only when the viewpoint moves a few hundred meters.