VuurSnikkel
01-26-2004, 11:13 PM
Hello there...
I was wondering what would be an easy way to isolate the X, Y and Z rotation from an OpenGL-matrix. Let's say I've got the rotation information in the upper left 3x3 sub matrix of a standard 4x4 OpenGL matrix (which is normally the case) and that this sub matrix contains a mix of rotations about the X, Y and Z axis. How do I extract the individual rotations from this matrix? Any help would be greatly appreciated. Thanks in advance.
GRTZ,
(Sn)Ik.
[This message has been edited by VuurSnikkel (edited 01-27-2004).]
I was wondering what would be an easy way to isolate the X, Y and Z rotation from an OpenGL-matrix. Let's say I've got the rotation information in the upper left 3x3 sub matrix of a standard 4x4 OpenGL matrix (which is normally the case) and that this sub matrix contains a mix of rotations about the X, Y and Z axis. How do I extract the individual rotations from this matrix? Any help would be greatly appreciated. Thanks in advance.
GRTZ,
(Sn)Ik.
[This message has been edited by VuurSnikkel (edited 01-27-2004).]