However, having w=1.0 seems to be a better choice that could simplify the translation from
3D to a 4D homogeneous coordinates in OpenGL.
We wouldn't need the following in getOpenGLMatrix:
Code: Select all
m[15] = btScalar(1.0);
However, "m" is really a pointer to a 16-element array./**@brief Fill an array representation
* @param m A pointer to a 15 element array (12 rotation(row major padded on the right by 1), and 3 translation */
Thanks,
V.