This is the resource i used to create a worldpoint-to-NDC calculator:
http://en.wikipedia.org/wiki/Perspective_transform
hope it helps a little bit!
Abdo Haji-Ali wrote:
A world to screen transform has two components; the transform from
world into camera space and the perspective divide. The matrix4
for the camera is held in the camera's transform, pretty much like
any other xsi object and you're right, it's the inverse if the
camera transform but with Z negated. Don't forget to factor in
the object transform.
Sorry, you lost me there :) What do you mean by "factor in the object
transform"?
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi