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Compute_Matrix_Product

Functions

void Compute_Matrix_Product (const float *matrix1, const float *matrix2, float *out_matrix)
void DCompute_Matrix_Product (double float *matrix1, const double *matrix2, double *out_matrix)

Function Documentation

void Compute_Matrix_Product ( const float *  matrix1,
const float *  matrix2,
float *  out_matrix 
)
Parameters:
matrix1- First input transformation matrix.
matrix2- Second input transformation matrix.
out_matrix- Output transformation matrix, returned to the caller. Can point to the same place as matrix1 or matrix2

DETAILS

Compute_Matrix_Product() takes two general 4x4 transformation matrices (from routines such as Compute_Rotation_Matrix() ) and computes their product. For compatibility with Compute_Transformed_Points(), specify the "inner" transformations (e.g., modelling matrices) on the left (as matrix1) and "outer" transformations (e.g., cameras, windows) on the right (as matrix2).

 Given: 
 Compute_Matrix_Product(A, B, C);
 C = AB
 The result is that the following are equivalent:
 1) Append_Modelling_Matrix(A); 
    followed by
    Append_Modelling_Matrix(B);
 2) Append_Modelling_Matrix(C);
 

NOTES

RESTRICTIONS

See also:
Compute_Coordinates, Compute_Transform, Set_Modelling_Matrix, Show_Device_Info
void DCompute_Matrix_Product ( double float *  matrix1,
const double *  matrix2,
double *  out_matrix 
)

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