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	<title>Comments on: Converting from Matrix3D to Matrix in ActionScript 3</title>
	<atom:link href="http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/</link>
	<description>code = joy</description>
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	<item>
		<title>By: not X</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-24812</link>
		<dc:creator>not X</dc:creator>
		<pubDate>Fri, 10 Dec 2010 15:39:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-24812</guid>
		<description>X:

[“Here are the values held by a Matrix3D instance”
This is incorrect, that’s just a scaling Matrix with translation.]

Not really, you&#039;re allowed to set the ones that are shown as zeros too, and those control 3D rotation of the object.

[“The Matrix3D class uses a 4×4 square matrix”
Matrix3D is really a misnomer. Mathematically more appropriate to name it Matrix4D or 3D Affine Transformation.]

3D affine transformation? Look up the definition of affine transformations please. In order for a transformation to be affine that means it preserves collinear relations between points...by definition the opposite of 3D transforming or what a 4x4 matrix does.

[“Matrix3D does not inherit from Matrix”
At this point a sane programmer should quit using flash.]

If you understood the difference between what Matrix and Matrix3D are used for within flash you&#039;d know that it&#039;s perfectly logical to not make one the base for another. They are completely separate for some very good reasons that make for more logical code and superior speed compared with the alternative.

Point? Learn stop trying to be pseudo-intellectual on someone else&#039;s blog, try learning from it instead.</description>
		<content:encoded><![CDATA[<p>X:</p>
<p>[“Here are the values held by a Matrix3D instance”<br />
This is incorrect, that’s just a scaling Matrix with translation.]</p>
<p>Not really, you&#8217;re allowed to set the ones that are shown as zeros too, and those control 3D rotation of the object.</p>
<p>[“The Matrix3D class uses a 4×4 square matrix”<br />
Matrix3D is really a misnomer. Mathematically more appropriate to name it Matrix4D or 3D Affine Transformation.]</p>
<p>3D affine transformation? Look up the definition of affine transformations please. In order for a transformation to be affine that means it preserves collinear relations between points&#8230;by definition the opposite of 3D transforming or what a 4&#215;4 matrix does.</p>
<p>[“Matrix3D does not inherit from Matrix”<br />
At this point a sane programmer should quit using flash.]</p>
<p>If you understood the difference between what Matrix and Matrix3D are used for within flash you&#8217;d know that it&#8217;s perfectly logical to not make one the base for another. They are completely separate for some very good reasons that make for more logical code and superior speed compared with the alternative.</p>
<p>Point? Learn stop trying to be pseudo-intellectual on someone else&#8217;s blog, try learning from it instead.</p>
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		<title>By: Ricardo</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-22308</link>
		<dc:creator>Ricardo</dc:creator>
		<pubDate>Mon, 17 May 2010 14:29:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-22308</guid>
		<description>Hello!

I&#039;m trying to use this code merged with http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/ , but it&#039;s not working, it always returns false :-(. I did exactly what the 2 tutorials said. My objects have 3D transformation.</description>
		<content:encoded><![CDATA[<p>Hello!</p>
<p>I&#8217;m trying to use this code merged with <a href="http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/" rel="nofollow">http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/</a> , but it&#8217;s not working, it always returns false :-(. I did exactly what the 2 tutorials said. My objects have 3D transformation.</p>
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		<title>By: Edvard Toth</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16790</link>
		<dc:creator>Edvard Toth</dc:creator>
		<pubDate>Fri, 25 Sep 2009 05:07:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16790</guid>
		<description>Yeah, this is pretty unfortunate, but at least it&#039;s now officially considered a bug.

A ran into the exact same draw/matrix-problem when working on this thing: http://edvardtoth.com/flashfun/pixel-bender-depth-map-shader/

I&#039;m glad I found this page just before I was about ready to go insane - thanks! :)</description>
		<content:encoded><![CDATA[<p>Yeah, this is pretty unfortunate, but at least it&#8217;s now officially considered a bug.</p>
<p>A ran into the exact same draw/matrix-problem when working on this thing: <a href="http://edvardtoth.com/flashfun/pixel-bender-depth-map-shader/" rel="nofollow">http://edvardtoth.com/flashfun/pixel-bender-depth-map-shader/</a></p>
<p>I&#8217;m glad I found this page just before I was about ready to go insane &#8211; thanks! :)</p>
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	<item>
		<title>By: X</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16728</link>
		<dc:creator>X</dc:creator>
		<pubDate>Mon, 14 Sep 2009 02:33:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16728</guid>
		<description>&quot;Here are the values held by a Matrix3D instance&quot;

This is incorrect, that&#039;s just a scaling Matrix with translation.

&quot;The Matrix3D class uses a 4×4 square matrix&quot; 

Matrix3D is really a misnomer. Mathematically more appropriate to name it Matrix4D or 3D Affine Transformation. 

&quot;Matrix3D does not inherit from Matrix&quot;

At this point a sane programmer should quit using flash.</description>
		<content:encoded><![CDATA[<p>&#8220;Here are the values held by a Matrix3D instance&#8221;</p>
<p>This is incorrect, that&#8217;s just a scaling Matrix with translation.</p>
<p>&#8220;The Matrix3D class uses a 4×4 square matrix&#8221; </p>
<p>Matrix3D is really a misnomer. Mathematically more appropriate to name it Matrix4D or 3D Affine Transformation. </p>
<p>&#8220;Matrix3D does not inherit from Matrix&#8221;</p>
<p>At this point a sane programmer should quit using flash.</p>
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		<title>By: Ralph Hauwert</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16704</link>
		<dc:creator>Ralph Hauwert</dc:creator>
		<pubDate>Wed, 09 Sep 2009 20:52:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16704</guid>
		<description>The draw with Matrix you are doing is meant to contain the entire within the bitmapdata (and thus offset based on bounds). 

When you purely use the matrix3d for transformation during the draw, you are not setting the correct transform on it to make it contained within the bitmapdata.

Although you could still probably make the 3d transform do that, I think it&#039;s probably simpler to rely on the bitmapdata draw as it currently is, since the 3d transform during draw is a confirmed bug and is thus likely to be removed in future versions.</description>
		<content:encoded><![CDATA[<p>The draw with Matrix you are doing is meant to contain the entire within the bitmapdata (and thus offset based on bounds). </p>
<p>When you purely use the matrix3d for transformation during the draw, you are not setting the correct transform on it to make it contained within the bitmapdata.</p>
<p>Although you could still probably make the 3d transform do that, I think it&#8217;s probably simpler to rely on the bitmapdata draw as it currently is, since the 3d transform during draw is a confirmed bug and is thus likely to be removed in future versions.</p>
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	<item>
		<title>By: mikechambers</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16703</link>
		<dc:creator>mikechambers</dc:creator>
		<pubDate>Wed, 09 Sep 2009 19:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16703</guid>
		<description>Actually, after some additional testing, just setting the second argument to null or an identity matrix doesnt work. (although Im not sure why just yet).

Collisions from top left work, but not from bottom right.

mike chambers

mesh@adobe.com</description>
		<content:encoded><![CDATA[<p>Actually, after some additional testing, just setting the second argument to null or an identity matrix doesnt work. (although Im not sure why just yet).</p>
<p>Collisions from top left work, but not from bottom right.</p>
<p>mike chambers</p>
<p><a href="mailto:mesh@adobe.com">mesh@adobe.com</a></p>
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	<item>
		<title>By: mikechambers</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16702</link>
		<dc:creator>mikechambers</dc:creator>
		<pubDate>Wed, 09 Sep 2009 19:07:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16702</guid>
		<description>@ben

Yes! Passing in either an identiy matrix or null will work (just tested and confirmed).

I was so focused on how to get the corrected matrix in there, that I missed the easiest solution. Ill update the blog post to reflect this.

mike chambers

mesh@adobe.com</description>
		<content:encoded><![CDATA[<p>@ben</p>
<p>Yes! Passing in either an identiy matrix or null will work (just tested and confirmed).</p>
<p>I was so focused on how to get the corrected matrix in there, that I missed the easiest solution. Ill update the blog post to reflect this.</p>
<p>mike chambers</p>
<p><a href="mailto:mesh@adobe.com">mesh@adobe.com</a></p>
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		<title>By: Ben Garney</title>
		<link>http://www.mikechambers.com/blog/2009/09/09/converting-from-a-matrix3d-to-matrix-in-actionscript-3/comment-page-1/#comment-16700</link>
		<dc:creator>Ben Garney</dc:creator>
		<pubDate>Wed, 09 Sep 2009 18:45:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.mikechambers.com/blog/?p=1791#comment-16700</guid>
		<description>If the Matrix3D applies during BitmapData.draw, couldn&#039;t you just pass in a null/identity Matrix? or is it not applied correctly?</description>
		<content:encoded><![CDATA[<p>If the Matrix3D applies during BitmapData.draw, couldn&#8217;t you just pass in a null/identity Matrix? or is it not applied correctly?</p>
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