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In your class Transform3d, I found that all the transformation matrix is the form of transform3d
Since you use right matrix multiply, this would be reasonable.

And in the PerspectiveCamera init, the R and T matrix is sent and then initialized as Rotate or Translate class(subclass of Transform3d) , so the R and T should be the form like the foremost one transform3d I think?
While in your rotation_conversion, the rotation matrix is the form of this. rotation_conversion

Which suits our habits since we all learn left matmul in linear algebra. (like [R| T]X)
Here is the question:
