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Type: Posts; User: technologist

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1. ## Thread: can't extract correct Euler angles from Euler Angle transformation matrix

by technologist
Replies
4
Views
176

### Euler matrix question

Hi,

This was intended as (su* sv * cw)-(cu * sw) by me, but I reviewed the original matrix and the author(s) didn't bother to include the grouping braces, so I took them off as well.
Still runs...
2. ## Thread: can't extract correct Euler angles from Euler Angle transformation matrix

by technologist
Replies
4
Views
176

### followup on GLM:: rotation mat z*x*y and ::custom Euler mat angle1,angle2,angle3

I've tried using those values. lAlso have gotten little desperate and am trying adjacent values picked from the matrix. Its only a 3x3 and with some random picking I should eventually hit 30 degrees...
3. ## Thread: can't extract correct Euler angles from Euler Angle transformation matrix

by technologist
Replies
4
Views
176

### can't extract correct Euler angles from Euler Angle transformation matrix

I successfully combined all (3) Euler angle rotations into one single matrix. It was a learning process as I had to convert it from a 3x3 matrix to a 4x4, a row-major format to a column-major format,...
4. ## Thread: lingering questions on Euler to matrix

by technologist
Replies
1
Views
72

### lingering questions on Euler to matrix

When the distances of the unit circle are worked out for a set of Euler angles, what is this result called? Is this a 'positional' vector? A generic vector?

I would just like it spelled out how...
5. ## Thread: minus swap on sin fx matrix creates working code

by technologist
Replies
2
Views
154

### Yes, you're right. The other examples I...

Yes, you're right. The other examples I encountered must have been row-major. The (-) sign was on the sine of the first row. Moving this to the second sin occurrence below it (my wimpy 'relative'...
6. ## Thread: minus swap on sin fx matrix creates working code

by technologist
Replies
2
Views
154

### minus swap on sin fx matrix creates working code

Hi,

I am making some custom matrices with some initial instruction on the Opengl thread. Its mostly turned into a math issue, so I've placed the question here; hope that's ok. My goal was to make...
7. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### Indeed: changes: _vector = _trans *...

Indeed:
changes:

_vector = _trans * _vector;

The result is the same:
vec4(-5.311184, 5.000000, 4.877635, 1.000000)
vec4(-5.311184, 5.000000, 4.877635, 1.000000)
8. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### glm::mat4 my = glm::rotate(yrot, 0.0f, 1.0f,...

glm::mat4 my = glm::rotate(yrot, 0.0f, 1.0f, 0.0f);
glm::mat4 mx = glm::rotate(xrot, 1.0f, 0.0f, 0.0f);
glm::mat4 m = my * mx;

Q: I can see the logic in adding and subtracting vectors. Even...
9. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### update on coding rotation function

Thank you for the snippet....my hypothesis is that the result of roty(theta) customized is the same as the glm::rotation function for the same degree input. Its turning out differently. Maybe someone...
10. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### Can you please expand on that? I think I...

Can you please expand on that? I think I understand how to make the Euler angle matrices for the angles, but I've lost you in *bold* & view matrix.

Another question:

roty(int a){
s,...
11. ## Thread: vector not rotating, probably syntax

by technologist
Replies
3
Views
160

### update on vector rotation question

I understand rotations better. I have a question: when the axis of rotation(s) is(are) set, are the ones spared unaffected by the function?
For e.g.:

std::cout<<"Rotate it:";...
12. ## Thread: simple translational code giving what appear to be wrong answers

by technologist
Replies
5
Views
217

### solved

Yay:

From the tutorial site:

using namespace glm;

int main()
13. ## Thread: simple translational code giving what appear to be wrong answers

by technologist
Replies
5
Views
217

### what's the culprit

#define GLM_ENABLE_EXPERIMENTAL
#include <iomanip>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
#include "glm/gtx/string_cast.hpp"
#include...
14. ## Thread: simple translational code giving what appear to be wrong answers

by technologist
Replies
5
Views
217

### I've cleaned the worksite, restarted the IDE,...

I've cleaned the worksite, restarted the IDE, and, restarted the machine. Same result. Open to any ideas.

UPDATE: ran the program on Qt - same result.
15. ## Thread: simple translational code giving what appear to be wrong answers

by technologist
Replies
5
Views
217

### simple translational code giving what appear to be wrong answers

using namespace glm;

int main()
{
glm::vec4 vec(1.0f, 0.0f, 0.0f, 1.0f);
glm::mat4 trans;
trans = glm::translate(trans, glm::vec3(1.0f, 1.0f, 0.0f));
vec = trans * vec;
std::cout <<...
16. ## Thread: vector not rotating, probably syntax

by technologist
Replies
3
Views
160

### vector not rotating, probably syntax

std::cout<<"Set Euler angles: "<<std::endl;
std::cout<<"Pitch THETA (elevation) = ";
std::cin>>pEuler->pitchAngle;
std::cin>>pEuler->yawAngle;...
17. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### Thanks for the response, it broke loose an...

Thanks for the response, it broke loose an avalanche of ideas as I thought it would. I was surprised to learn there were not 1 or 3 unit circles, but (2) for 3 Euler angles. Working out the math...
18. ## Thread: raspberry pi, quats and opengl

by technologist
Replies
6
Views
297

### Inefficient c++ code which may or may not be...

Inefficient c++ code which may or may not be augmented with openCv results in lower FPS. I've seen it myself. I don't think I understand what you are saying.
19. ## Thread: raspberry pi, quats and opengl

by technologist
Replies
6
Views
297

### Quats and so forth

OMG thank you for your response! Looks like the OpenGL experimental driver has a better frame rate at the moment. Stuff is so cool.

I guess I am guilty of that the 'mystery' around the...
20. ## Thread: raspberry pi, quats and opengl

by technologist
Replies
6
Views
297

### raspberry pi, quats and opengl

Does anybody know whether raspberry PI can be successfully/efficiently programed with higher order math such as quaternions and the GLFW for example that could help support it?
Anyone know whether...
21. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
374

### trig model FPS angle generation

I have come across a lot of math models lately for 3D camera systems. I am stuck on the easiest, which is so frustrating. Basically to calculate all of the trig functions, one has to know 'the...
22. ## Thread: don't understand angle source in calculations

by technologist
Replies
3
Views
231

### Is the angle A localized to XY space? Is...

Is the angle A localized to XY space?
Is rotation (below) equal to Angle A?

Confused: which axis does rotation...
23. ## Thread: don't understand angle source in calculations

by technologist
Replies
3
Views
231

### don't understand angle source in calculations

I'm currently doing a work up of FPS camera math. I know that there is an overwhelming slant to the matrix based approach, but my white whale lately has been the trigonometric math for FPS movement....
24. ## Thread: viewport fine, larger screen display blank

by technologist
Replies
9
Views
423

### Am I working with mostly outdated code? I intend...

Am I working with mostly outdated code? I intend to create a redistributable - should I marry up and start doing these tasks in opengl 2/3? One advantage of doing the glut tutorials was the quickness...
25. ## Thread: viewport fine, larger screen display blank

by technologist
Replies
9
Views
423

### Ok, got it to work by deploying glScissor. By...

Ok, got it to work by deploying glScissor. By limiting the size of the repaint on the small viewport this preserved the main display viewport from being improperly over-painted before using...
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