06-23-2018
Quote:
Originally Posted by
geomarine
Thanks RudiC, I could just remove the fields with values above -2000, but I want to remain the structure such that I have a 4x4 matrix. then perform calculations only on the remaining values.
I made several attempts to operate only on $3, but couldn't so I decided to try another way, since $1 and $2 can't be affected by the condition (>-2000).
---------- Post updated at 03:35 PM ---------- Previous update was at 03:32 PM ----------
I also considered print $3, so I can apply the condition to it separately, but the whole fields are deleted and could not fit the 4x4 structure I intend to retain.
Help me out - what 4x4- matrix are you talking of? I see a 3 fields file n lines long. If you need to convert that to another matrix, post the rules / logics to be applied and people in here might be able to help.
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LEARN ABOUT SUSE
glmultmatrixd
GLMULTMATRIX(3G) GLMULTMATRIX(3G)
NAME
glMultMatrixd, glMultMatrixf - multiply the current matrix with the specified matrix
C SPECIFICATION
void glMultMatrixd( const GLdouble *m )
void glMultMatrixf( const GLfloat *m )
PARAMETERS
m Points to 16 consecutive values that are used as the elements of a 4x4 column-major matrix.
DESCRIPTION
glMultMatrix multiplies the current matrix with the one specified using m, and replaces the current matrix with the product.
The current matrix is determined by the current matrix mode (see glMatrixMode). It is either the projection matrix, modelview matrix, or
the texture matrix.
EXAMPLES
If the current matrix is C, and the coordinates to be transformed are, v=(v[0],v[1],v[2],v[3]). Then the current transformation is Cxv, or
c[0] c[4] c[8] c[12] v[0]
(c[1] c[5] c[9] c[13])x(v[1])
c[2] c[6] c[10] c[14] v[2]
c[3] c[7] c[11] c[15] v[3]
Calling glMultMatrix with an argument of m=m[0],m[1],...,m[15] replaces the current transformation with (CxM)xv, or
c[0] c[4] c[8] c[12] m[0] m[4] m[8] m[12] v[0]
(c[1] c[5] c[9] c[13])x(m[1] m[5] m[9] m[13])x(v[1])
c[2] c[6] c[10] c[14] m[2] m[6] m[10] m[14] v[2]
c[3] c[7] c[11] c[15] m[3] m[7] m[11] m[15] v[3]
Where 'x' denotes matrix multiplication, and v is represented as a 4x1 matrix.
NOTES
While the elements of the matrix may be specified with single or double precision, the GL may store or operate on these values in less than
single precision.
In many computer languages 4x4 arrays are represented in row-major order. The transformations just described represent these matrices in
column-major order. The order of the multiplication is important. For example, if the current transformation is a rotation, and
glMultMatrix is called with a translation matrix, the translation is done directly on the coordinates to be transformed, while the rotation
is done on the results of that translation.
ERRORS
GL_INVALID_OPERATION is generated if glMultMatrix is executed between the execution of glBegin and the corresponding execution of glEnd.
ASSOCIATED GETS
glGet with argument GL_MATRIX_MODE
glGet with argument GL_COLOR_MATRIX
glGet with argument GL_MODELVIEW_MATRIX
glGet with argument GL_PROJECTION_MATRIX
glGet with argument GL_TEXTURE_MATRIX
SEE ALSO
glLoadIdentity(3G), glLoadMatrix(3G), glMatrixMode(3G), glPushMatrix(3G)
GLMULTMATRIX(3G)