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Re: Camera thoughts
- To: linuxgames@sunsite.dk
- Subject: Re: Camera thoughts
- From: "Miguel A. Osorio" <maos@gbl.com.br>
- Date: Mon, 01 Apr 2002 10:58:24 -0300
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- Delivered-To: mailing list linuxgames@sunsite.dk
- Delivery-Date: Mon, 01 Apr 2002 08:48:38 -0500
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Steve Baker wrote:
>
> > With the camera model I described, would that be replacing the GLU
> > function call by three glRotates (about the three camera axis) and one
> > glTranslate?
>
> Well, not exactly I suggest that...
Err... Sorry for pulling your leg a little longer, but how about if
using quaternions? I mean, if I *do* want to express the rotation in
terms of yaw, pitch and roll (for simplicity in terms of user input),
I'm thinking I could encode these three rotations into three
quaternions, multiply them all, and compose a rotation matrix based on
the result quaternion - would that be a reasonable approach ?
Many thanks,
Miguel A. Osorio.