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    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)
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    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...
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    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...
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    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,...
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    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...
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    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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