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06.17.2008 at 05:15AM PDT, ID: 23491163
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Multiplying by Modelview Matrix Gives Unexpected result

Asked by Jamsb in 3D Game Programming, Game Programming, Math & Science Questions

Tags: C++, OpenGL

In a previous question (http://www.experts-exchange.com/Programming/Game/3D_Prog./Q_23489987.html)
I asked how to find the coordinates of an object after undergoing a transform.

To do this I had to multiply the point I wanted to translate by the modelview matrix. The issue is that the values I get back are the opposite to what's occuring on the screen. ie. if the objects are rotated clockwise on the screen the results I get back are moving anticlockwise.

Do I need to Invert the modelview matrix or somthing like that? Could someone provide code to aid me in this?
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//function to do multiplication
 
#include <gl/gl.h>
 
void MultiplyVMatrix(GLfloat* Vertex, GLfloat* Matrix, GLfloat* ResultMatrix)
{
     
      for(int i=0;i<16;i++)
                ResultMatrix[i/4]+=Matrix[i]*Vertex[i%4];
 
}        
 
**************************************************************
//modelview matrix and multiply co-ordinate of cube
 
GLfloat matrix[16];
GLfloat vertex[4]={1,2,-5,1}; //any co-ordinate for testing
GLfloat resultmatrix[4]={0,0,0,0};
 
glGetFloatv(GL_MODELVIEW_MATRIX, matrix); //grab the modelview matrix
 
MultiplyVMatrix(vertex,matrix,resultmatrix);
 
 
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[+][-]06.17.2008 at 07:32AM PDT, ID: 21803397

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[+][-]06.18.2008 at 07:30AM PDT, ID: 21813276

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Zones: 3D Game Programming, Game Programming, Math & Science Questions
Tags: C++, OpenGL
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Solution Provided By: NovaDenizen
Participating Experts: 1
Solution Grade: A
 
 
[+][-]06.18.2008 at 01:21PM PDT, ID: 21816770

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[+][-]06.18.2008 at 01:29PM PDT, ID: 21816875

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