I am working on the matrix product function and I'm new to C. This is who I came with ... Of course this fails due to the scope of the result. This works ... But this does not seem right because if more than one threads are calling the function at the same time, then it seems that there can be problems (remember that I New) So I do not really know the correct way to stop JC from destroying those things. I can definitely be iterative through the floating array and set the value in the regular array, but Is it ineligible to have a better way of handling it? The implementation is here: Any major key versus multiple-major problems are only If you want to mimic the behavior of Static Float * Current Metrics; ... glMultMatrixf (const float * m) {int i; Int i2 = 0; Int i3 = 0; Float result [16] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }}; Printf ("start \ n"); For (i = 0; i <(MATRIX_HEIGHT); i ++) {float dot product = 0.0 f; For (i2 = 0; i2 & lt; (MATRIX_WIDTH); i2 ++) {float dot product = 0.0 f; (I3 = 0; i3 & lt; (MATRIX_WIDTH); i3 ++) {dot product = = metatrix [i3 + i * 4] * m [i3 * 4 + i2]; } Results [i2 + i * 4] = dotProduct; }} Current Matrix = & amp; Results [0]; Printf ("Finish \ n"); }
Fixed float * current matrix; Float result [16] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }}; ... glMultMatrixf (const float * m) {int i; Int i2 = 0; Int i3 = 0; Printf ("start \ n"); For (i = 0; i <(MATRIX_HEIGHT); i ++) {float dot product = 0.0 f; For (i2 = 0; i2 & lt; (MATRIX_WIDTH); i2 ++) {float dot product = 0.0 f; (I3 = 0; i3 & lt; (MATRIX_WIDTH); i3 ++) {dot product = = metatrix [i3 + i * 4] * m [i3 * 4 + i2]; } Results [i2 + i * 4] = dotProduct; }} Current Matrix = & amp; Results [0]; Printf ("Finish \ n"); }
[R]
Matrix 4_mool (R, A, B);
Simple ISO C90 Result: (r) may be alias
(x) and / or
(y) . It has not been tested:
/ * inline * / zero matrix 4_mool (float r [16], const float one [16], cost float b [16]) {float t [ 16]; / * (TMP result) * / Ent I, J, K; For (float * ai = a + (i * 4); float * ti = t + (i * 4); for (i = 0; i & lt; 4; i ++); (j = 0; J & lt; 4; J ++) {for float tees = 0.0; (k = 0; k
[A] and
[b] .
glMultMatrixf , then you have to Tman is required to maintain the concept of matrix / matrix stack. At least this function can actual closing.
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