
Quick update, see below : On 9/20/06, Olivier Grant <olivier.grant@gmail.com> wrote:
On 9/20/06, james.jones@firstinvestors.com <james.jones@firstinvestors.com
wrote:
From: "Olivier Grant" < olivier.grant@gmail.com> On 9/20/06, Walter Landry <wlandry@ucsd.edu> wrote:
Also, if a 2D vector is a 3D vector with z=0, and a 3D vector is a 4D vector
with w=1, "and so on by extension", then how would a 4D vector compare with a 5D vector? I don't get the extension. When you first posted your example, I assumed you'd made a typo when you set w=1, but now I think you did that on purpose. Why wouldn't w=0?
I was thinking of 3D control points, but that was a bad example. I just wanted to point out that the implementation allowed users to define specific default values for each coordinate.
Actually, It also comes from OpenGL. vertices and vectors are kind of similar, and when specifying vertex data in OpenGL, you can omit the z and w coordinates, that respectivly take values 0 and 1. -
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Thanks for your comments and questions,
Olivier.