Open GoogleCodeExporter opened 9 years ago
I agree that our current scaling math is incorrect. The math you show is
completely accurate (obviously). I believe the correct way to scale a plane is
to simply multiply its distance. Although it is hard for me to find references
on this, that is what makes the most sense to me.
I will do more research to figure out the correct way to scale a plane, but we
do know now that the current method we use is wrong. Thank you for pointing
this out!
Original comment by Jorgy...@gmail.com
on 15 Feb 2011 at 3:25
I think so.
The reason for my question was that I had looked at several sites, including
the DirectX documentation, and they resolved it this way. I thought I missed
something.
Original comment by jwl...@gmail.com
on 15 Feb 2011 at 5:26
What I did in r42 is I created a Scale method for the Plane type that scales
only the d component. The multiply by scalar methods still multiply each
component (a, b, c, and d) by the scalar, however this is stated in the XML
comments.
I am considering this an interim fix as I try to gain my insight into this. I
checked out MDX and XNAMath and both multiply every component by the scalar.
Again, thanks for bringing this to our attention.
Original comment by Jorgy...@gmail.com
on 16 Feb 2011 at 3:37
Original issue reported on code.google.com by
jwl...@gmail.com
on 21 Dec 2010 at 9:43