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Type: Posts; User: john_connor

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  1. look here:...

    look here:
    http://www.songho.ca/opengl/gl_camera.html
  2. computing glm::quat() from "forward" and "up"

    hi,

    i'm using glm for all the math, and i represent objects in "transform" objects:

    struct Transformation
    {
    glm::vec3 Position;
    glm::quat Rotation;

    glm::mat4 Matrix() const {...
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