Functions | |
void | Append_Texture_Matrix (const float *array) |
Allows direct manipulation of the matrix transform applied against all shell and mesh (u, v, w) vertex parameters and subsegments in a segment. More... | |
void Append_Texture_Matrix | ( | const float * | array | ) |
Allows direct manipulation of the matrix transform applied against all shell and mesh (u, v, w) vertex parameters and subsegments in a segment.
array | - Transform matrix provided by the user. Passed by reference always. May need to be transposed in languages other than C. |
Appends the explicitly provided transformation to the cumulative texture transform of the currently open segment, or to the named segment(s). The visual effect is that of the scene as it was, then this change. (The old array is multiplied on the left by the new array.)
Use this routine if your program organizes and keeps track of the net transformations applied to your vertex parameters.
The array should be stored so the column varies faster than the row as you proceed through consecutive memory locations. In C and Pascal, the first index of the array is usually the row index and the second index is the column.
If there was no previous transform, this operation becomes a plain Set_Texture_Matrix() .
The fourth row of the fourth column is usually 1.0 (it must not be zero.)