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Fix link and code formating
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@ -126,11 +126,12 @@ Apply the transformation to a \b vector </td><td>\code
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VectorNf vec1, vec2;
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VectorNf vec1, vec2;
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vec2 = t.linear() * vec1;\endcode</td></tr>
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vec2 = t.linear() * vec1;\endcode</td></tr>
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<tr><td>
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<tr><td>
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Apply a \em general transformation \n to a \b normal \b vector
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Apply a \em general transformation \n to a \b normal \b vector \n
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(<a href="http://femto.cs.uiuc.edu/faqs/cga-faq.html#S5.27">explanations</a>)</td><td>\code
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</td><td>\code
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VectorNf n1, n2;
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VectorNf n1, n2;
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MatrixNf normalMatrix = t.linear().inverse().transpose();
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MatrixNf normalMatrix = t.linear().inverse().transpose();
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n2 = (normalMatrix * n1).normalized();\endcode</td></tr>
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n2 = (normalMatrix * n1).normalized();\endcode</td></tr>
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<tr><td colspan="2">(See subject 5.27 of this <a href="http://www.faqs.org/faqs/graphics/algorithms-faq">faq</a> for the explanations)</td></tr>
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<tr class="alt"><td>
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<tr class="alt"><td>
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Apply a transformation with \em pure \em rotation \n to a \b normal \b vector
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Apply a transformation with \em pure \em rotation \n to a \b normal \b vector
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(no scaling, no shear)</td><td>\code
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(no scaling, no shear)</td><td>\code
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@ -231,8 +232,8 @@ On the other hand, since there exist 24 different conventions, they are pretty c
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to create a rotation matrix according to the 2-1-2 convention.</td><td>\code
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to create a rotation matrix according to the 2-1-2 convention.</td><td>\code
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Matrix3f m;
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Matrix3f m;
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m = AngleAxisf(angle1, Vector3f::UnitZ())
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m = AngleAxisf(angle1, Vector3f::UnitZ())
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* * AngleAxisf(angle2, Vector3f::UnitY())
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* AngleAxisf(angle2, Vector3f::UnitY())
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* * AngleAxisf(angle3, Vector3f::UnitZ());
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* AngleAxisf(angle3, Vector3f::UnitZ());
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\endcode</td></tr>
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\endcode</td></tr>
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</table>
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</table>
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