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...
Type: Posts; User: technologist
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...
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...
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,...
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...
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'...
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...
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)
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...
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...
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,...
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:";...
Yay:
From the tutorial site:
using namespace glm;
int main()
#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...
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.
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 <<...
std::cout<<"Set Euler angles: "<<std::endl;
std::cout<<"Pitch THETA (elevation) = ";
std::cin>>pEuler->pitchAngle;
std::cout<<"Yaw PHI (heading) = ";
std::cin>>pEuler->yawAngle;...
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...
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.
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...
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...
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...
Is the angle A localized to XY space?
Is rotation (below) equal to Angle A?
Here, the :float adjacent = hypotenuse * Math.cos(Math.toRadians(rotation))
Confused: which axis does rotation...
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....
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...
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...