Thanks for the responses I will investigate further!
Type: Posts; User: Jubei
Thanks for the responses I will investigate further!
First of all let me say that I really appreciate the efforts to help.
Hmm... aren't there many different combinations of axis angle to get to achieve a certain rotation? So if I get two...
The problem with that is that if I take the absolute value of sin(theta) or cosine(theta) on each individual axis, the sin(theta) for example might be very close even though the object is facing...
I'm not sure I understand your response. R1 is a matrix? Because my rotation in 3D is either described by a quaternion or by a 3x3 matrix. I can't quite see how your calculation will give me a...
I am trying to figure out a way to compare the 3D rotation of two objects and find a measure of HOW MUCH they are mismatched. The only thing I have is I have the two objects' matrices or quaternions....
I was under the impression that GLM::translate , translates the 1st argument based on the 2nd vector. Based on that assumption I thought I was creating a mat4 from the quaternion and then translating...
I have an object which I first want to rotate (about it's own center) then translate it to some point. I have a glm::quat that holds the rotation and a glm::vec3 that holds the point to which it...
Hello Carsten. I agree with you that's why my suggestion was that NEW tutorials be tagged, not the old ones.
So I could for example google "OpenGL texture mapping +shor" and avoid the old...
Hello, beginner OpenGL developer and first time poster.
I like how OpenGl is picking up pace and is now on par, or even better than some other graphic APIs. However there's a major obstacle to new...