help i am trapped in a matrix factoryhttps://github.com/servo/euclid/pull/328#discussion_r269821073 …
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pre_mul and post_mul are terrible names for multiplication functions, there are two ways of interpreting each with the subjects swapped, making them completely useless namespic.twitter.com/SFojiQylvS
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I've been getting confused about matrices all week and I feel so vindicatedpic.twitter.com/pyc4CbgDAJ
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new rule: whenever you talk about transforms you *must* include the matrix math
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usually things are vague enough that you have to go through the actual code to verify the css transforms spec did this in key locations, the Euclid code does this, the webxr spec also does this (forgivable, it's a WIP), Firefox and chromium source do this in their matrix libs
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when I first learned graphics I recall this being a constant thorn in my side and it seems like experienced graphics folks still struggle with this feels like it would be nicer if we just explicitly and redundantly documented things.
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To me it seems pretty clear that codebases and documents are written with the expectation that there's one convention, which is true for a given codebase but not really for those coming to it. In such a situation, redundantly document everything
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I've *always* disliked graphics because of this and I'm only now realizing that it's this one core issue that EVERYONE fucks up I used to think I'm just bad at spatial reasoning, but I'm not, I used it plenty in physics
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Replying to @pcwalton @ManishEarth
how does one determine if a tool is left/right handed
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I don’t like the terms “left handed” and “right handed” either—they’re too clever. Just say “+z near” or “+z far” IMO
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dammit
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End of conversation
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