# Tag Info

Accepted

### What is the correct order of transformations scale, rotate and translate and why?

Usually you scale first, then rotate and finally translate. The reason is because usually you want the scaling to happen along the axis of the object and rotation about the center of the object. In ...
• 3,636
Accepted

• 156
Accepted

### Why do I need to inverse the orientation matrix of a camera to be able to translate it in the direction it is facing?

People always forget that there is no "camera" in OpenGL. In order to simulate a camera you have to move the whole world inversely. So if you want ur camera looking 30 degrees downward, you move the ...
• 2,468

• 25.1k

### Computing camera front direction from Euler angles

This kind of navigation works well for situations that are centered about objects. It keeps the up vector always pointing upward which makes it less possible for confusion. Bringing quaternions into ...
• 8,437
Accepted

### implementing right handed coord system APIs on top of a left-handed rendering engine

What you probably need is this 4 x 4 matrix: \mathtt{T} = \begin{bmatrix}1 & 0 & 0 & 0\\ 0 & 1 & 0 & 0 \\ 0 & 0 & -1 & 0 \\ 0 & 0 & 0 & 1 \\ \end{...
• 341

### Screenspace Normals - Creation, Normal Maps, and Unpacking

How are screenspace normals created, and is this step before or after using normal maps or bump maps? They are created after using normal maps. In deferred rendering, you write to the various buffers ...
• 1,353
Accepted

### Transformation Matrices

The answer in the screenshot is wrong on two counts. First, you're correct that in the middle matrix the −1 should be on the third row, not the second. The other error is that the $u, v$ basis vectors ...
• 25.1k

### Transforming fragment-to-camera to tangent space for parallax occlusion mapping

Without looking at the code, from the look of the pictures, my intuition would be that somewhere the code is using the inverse of the matrix it should. Looking at the code seems to confirm so, but ...
• 4,420

### What's a parent vector space or coordinate system?

You have to step outside the world of mathematics for a while and look at what we are trying to achieve. Mathematics in its purest form only tells us what kinds of properties certain constructs have, ...
• 8,437
Take a point $P$ and it's rotated point $P'$. Find the plan that runs through the middle between them $C = \frac{P+P'}{2}$ and is perpendicular to the line connecting them. Do this for all 3 of them ...