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- From: Mr 'Zap' Andersson <zap@lysator.liu.se>
- Newsgroups: comp.lang.pascal.borland,comp.lang.pascal.mac,comp.lang.pascal.ansi-iso,comp.lang.pascal.misc,comp.sys.amiga.programmer,comp.graphics.algorithms,comp.os.ms-windows.programmer.graphics,comp.sys.amiga.graphics
- Subject: Re: 3d programming
- Date: Thu, 15 Feb 1996 12:28:23 +0100
- Organization: GENIUS CAD Software (http://www.kuai.se/~zap/genius)
- Message-ID: <312318D7.3370@lysator.liu.se>
- References: <4f3od9$2jg@zeus.tcp.co.uk> <3118310E.52F@psu.edu> <4fiuh2$qrj@fulton.cs.unc.edu> <311E38D7.71BC@psu.edu> <4fptmh$qhg@tao.sans.vuw.ac.nz>
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- Steve Piner wrote:
- >
- > :> Sorry to quibble, but...
- > :>
- > :> A VECTOR IS NOT A POINT!!!!
- > :>
- > :> Now back to our regular program.
- > :
- > :Points are vectors.
- >
- > A vector is a direction with a magnitude. A point is a direction and a
- > distance *from an origin*. Vectors are not relative to anything else, points
- > are.
- >
- > Although the two can be coded interchangeably they are not the same thing.
-
- THIS is the interesting part: A point is 3 numbers, so is a vector. Sure, you can
- set up your system to separate points and vectors if you want. But I often think
- that is unnecessary.
-
- What if you subtract two points? (C++). Do you get a point, or a vector?
-
- The "real" answer is "a vector". But I've seen 3D libraries that religiously keep
- vectors and points separate (making some creative constructs difficult, just for
- the sake of semantical clarity), and yet others that use the same class/structure
- for both, which, IMHO, is "easier", but can get you into difficult semantics.
-
- It's a choice. You make it.
-
- > Steve Piner
- > --
- > ____ ____
- > / __//___ \ Steve Piner - spiner@sans.vuw.ac.nz
- > \__ \ | _/
- > /___/ |_| [This post is finished - stop reading now]
-
- --
- Hakan "Zap" Andersson | http://www.lysator.liu.se/~zap | Q: 0x2b | ~0x2B
- Job: GCS Scandinavia | Fax: +46 16 96014 | A: 42
- zap@lysator.liu.se | Voice: +46 16 96460 | "Whirled Peas"
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