Yes the matrix is orthonormal, I get those terms confused. I do not use scaling at all.
I cannot thank you enough for this information, I knew it was possible, I studied matrices in Linear Algebra,...
Type: Posts; User: MichaelA
Yes the matrix is orthonormal, I get those terms confused. I do not use scaling at all.
I cannot thank you enough for this information, I knew it was possible, I studied matrices in Linear Algebra,...
Thanks for your help, just one more question to clear it up for me a bit better.
So to get my inverse matrix, I separate the rotation and translation into their own matrices, transpose the rotation...
Thanks a lot, very helpful!
Just wanted to clarify:
If the first mat is M1 and its inverse, the second mat, is M1^-1 and I want to multiply M1^-1 by another matrix M2 to get the relative transform between M1 and M2, will I...
There is a lib called SGcore - there is a demo version available for download. It contains spline functions. Just keep in mind you need at least 3 points to define a spline using that lib.
From what I understand (please correct if I'm wrong) if I have an orthogonal 4x4 matrix that contains no scaling and only rotation and translation, I can obtain the inverse matrix by transposing the...
For anyone who is interested, after an exhaustive web search, I found a most useful solids modelling library that works with OpenGL and I am sure other rendering engines. sgCore by Geometros.
I...
Thanks, CSG has now been added to my search terms.
Cheers!
I have been given a project to work on that renders an object after it has intersected with another object, i.e one object "removes material" from another object. For instance, a drill enters a piece...
I forgot to add that your x-axis will be reversed after the second rotation.
You would rotate around the x-axis exactly positive 90 degrees (pi/2 radians), the positive z-axis will now be where the positive y-axis was, but the negative y-axis will be where the positive z-axis...
I would like to help with this. Can you provide the actual code you are using inside your Multiply function, and also the snippet of code that surrounds the function call? I would like to see how...
Thanks very much for your help with this everyone. I had a feeling I was going to run into a problem with this.
Just to give a better idea about what I'm trying to do, my application is a machine...
Hello again everyone,
I have worked out an acceleration profile for a special motion application that ends up looking like this:
d = (t + sin t)/2
(I took the integral of (1 - cos t)/2) so...
OK, we started with this
float az = atan2 (dy, dx) * RADDEG;
float el = asin (dz / length ) * RADDEG;
glPushMatrix ();
glRotatef ( az, 0,0,1);
glRotatef...
Thanks very much! I understand, I will put it to good use very soon.
Thanks again,
Mike
I think the problem is related to my original question. I want to draw a gluCylinder, which defaults to being drawn with its height along the Z-axis starting at the origin. Sorry, I forgot to...
MaxH,
Thanks very much, I am going to try both your method and the one suggested by KjuEnnDee and see how it goes.
My WorldUp vector is Z so I will modify accordingly. It took me a few...
KjuEnnDee, thanks for the reply.
So are you saying I build my own rotation matrix and then load that into the MODELVIEW matrix?
If so then I will try the math approach you suggested.
...
Hi everyone. The problem is as follows:
I have a line drawn between two vertices and I would like to rotate a gluCylinder so that it is pointing in the same direction (parallel to the line).
I...