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assimp/doc
Manuel Freiberger 33ddbf9aa0 Correct matrix layout documentation
Actually, both OpenGL and DirectX specify a matrix layout where the base vectors and the translational
part is consecutive in memory.
OpenGL uses post-multiplication of column-vectors and stores the matrix in column-major storage format:

    | X1  Y1  Z1  T1 |  | a |
    | X2  Y2  Z2  T2 |  | b |
    | X3  Y3  Z3  T3 |  | c |
    |  0   0   0   1 |  | 1 |

DirectX on the other hand uses row-major storage format but also pre-multiplication of
row-vectors

    | a b c 1 | | X1  X2  X3  0 |
                | Y1  Y2  Y3  0 |
                | Z1  Z2  Z3  0 |
                | T1  T2  T3  1 |

So a matrix is stored the same way in both frameworks and both times the translational part is consecutive,
which is not the format that Assimp uses.
2018-01-11 20:58:47 +01:00
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