On redbook, pp.673, description of rotaion matrices is confusing:
a of glRotatef*(a, 1, 0, 0) is degree, so glRotatef*(a, 1, 0, 0) is not equal to rotaion matrix using a. (redbook uses : instead...
Type: Posts; User: Luin
On redbook, pp.673, description of rotaion matrices is confusing:
a of glRotatef*(a, 1, 0, 0) is degree, so glRotatef*(a, 1, 0, 0) is not equal to rotaion matrix using a. (redbook uses : instead...
SED and bgl, thank you for pointing out “radians.” It works now!
Matrix method suggestions seems helpful, too.
Have a nice day!
Luin
Hi,
I can get my desired result by
--some transformations exist before next--
glRotatef(angle, 0.f, 1.f, 0.f);
glTranslatef(0.f, 0.f, 0.7f);
DrawObject;
Now, I want to represent shift of...
>What happens is that objects that are far away are smaller.
So for perspective projection case, model-view matrix already contains this effect,,.
>But, what could happen for your problem is...
I am still confused by model-view transformation.
Is the eye-coordinate space a Euclidian space? In other words, does the eye-coordinate space have orthogonal basis with (1,0,0), (0,1,0), and...
Well, it is important for OpenGL that 3Dlabs Virtual Texturing becomes popular for consumers. How can it be?
Strategy1: support DirectX: to sell 3Dlabs consumer level boards, it must compete with...