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Type: Posts; User: technologist

1. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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)
2. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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...
3. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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...
4. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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,...
5. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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...
6. ## Thread: trig model FPS angle generation

by technologist
Replies
10
Views
689

### 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...
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