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From: Toby Walsh (twalsh_at_[hidden])
Date: 2004-10-24 22:51:00


Hi Dirk,

(1) I used Blitz++ for graphical stuff. There's no problem. I did stuff
like vertices and indices stored in Arrays. You can then pass them to e.g.
glVertexPointer etc by using the "data()" member function.

(2) I did the math myself.

(3) If you do use Blitz++ stuff to store all your data, you can wrap the
data like I did - I typedef'd Array<..., 2> as Matrix (with the type as a
suffix on Matrix like OpenGL does) and Array<..., 1> as Vector. Then you
can change data representations later if you like.

Toby

At 03:19 PM 10/23/2004 +0200, you wrote:
>Hi,
>
>in the coming semester I have to write a character animation system for a
>small student project. I am wondering if I can use Blitz++ ( mainly
>TinyVector and TinyMatrix ) for the affine transformations.
>
>1.) Did anybody used Blitz++ with OpenGL or DirectX? Are there any
>problems passing a TinyMatrix<float, 4, 4> to one of the APIs?
>
>2.) Does Blitz++ support affine transformations? If not - how shall I
>implement the basic transformations ( scale, rotation, translations, ... )
>such that they can be concatenated efficently and can be written like
>below. E. g.
>
>TinyMatrix<float, 4, 4> transform = translation( 0, 0, -3 ) * rotation_y (
>45 ) * translation( 0, 0, 3 );
>
>Can I write wrapper functions to implement the basic transformations or
>should I better use the ListInitializer like in the transform example?
>
>3. ) I would be also nice to have support for some geometric objects like
>lines, planes, boxes and so on? Would it be a good idea to implement them
>on top of Blitz++? E.g.
>
>struct BBox
>{
> TinyVector3<float, 3> min, max;
>}
>
>So the question is if Blitz++ is suited for a task like mine or if should
>implement a small math library own my own that suits my needs.
>
>-Dirk
>
>
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Toby Walsh
PhD Student
School of Mechanical Engineering
The University of Western Australia
CRICOS provider no. 00126G
Phone: +61 8 9488 3937
Email: twalsh_at_[hidden]