For my opensource module assimp blitzmax I'm having major trouble decomposing and applying a 4x4 matrix into minib3d space.
I need to decompose this matrix: http://assimp.sourceforge.net/lib_html/data.html
see also http://assimp.svn.sourceforge.net/viewvc/assimp/trunk/include/aiMatrix4x4.inl?view=markup
into miniB3D space witch I think is a lefthanded coordinate system?
The Decompositions I have tried to make, are in the Decompose function here: http://code.google.com/p/blitzmax-assimp/source/browse/trunk/assimp.bmx
they are then applied in my test program:
http://code.google.com/p/blitzmax-assimp/source/browse/trunk/examples/hierarchy.bmx
in the ProccesIaNodeAndChildren() function.
Values does not look all bad, but I really need some help to find out where I'm going wrong.
(I've tried a lot of sign swapping and axis changing, but can't seem to get it right.)
Any help is mush appreciated!
I need to decompose this matrix: http://assimp.sourceforge.net/lib_html/data.html
see also http://assimp.svn.sourceforge.net/viewvc/assimp/trunk/include/aiMatrix4x4.inl?view=markup
into miniB3D space witch I think is a lefthanded coordinate system?
The Decompositions I have tried to make, are in the Decompose function here: http://code.google.com/p/blitzmax-assimp/source/browse/trunk/assimp.bmx
they are then applied in my test program:
http://code.google.com/p/blitzmax-assimp/source/browse/trunk/examples/hierarchy.bmx
in the ProccesIaNodeAndChildren() function.
Values does not look all bad, but I really need some help to find out where I'm going wrong.
(I've tried a lot of sign swapping and axis changing, but can't seem to get it right.)
Any help is mush appreciated!