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Re: Camera thoughts
- To: linuxgames@sunsite.dk
- Subject: Re: Camera thoughts
- From: "Miguel A. Osorio" <maos@gbl.com.br>
- Date: Thu, 04 Apr 2002 04:24:57 -0300
- Delivered-To: archiver@seul.org
- Delivered-To: mailing list linuxgames@sunsite.dk
- Delivery-Date: Thu, 04 Apr 2002 02:14:54 -0500
- Mailing-List: contact linuxgames-help@sunsite.dk; run by ezmlm
- References: <20020324121825.45B303726@gate.home.lan> <3CA5E9F6.378233F2@airmail.net> <3CA25F7D.F61C5667@gbl.com.br> <3CAA65DA.E2EB8A5B@airmail.net> <3CA33202.17A7DE48@gbl.com.br> <3CAB917F.49D7DA4E@airmail.net> <3CA86780.3BC23E15@gbl.com.br> <3CA90315.170DDCD6@airmail.net>
- Reply-To: linuxgames@sunsite.dk
- Sender: hornet@seul.org
Steve Baker wrote:
>
>
> Quaternions are a useful way to combine rotations - but there is no point
> to doing:
>
> Eulers -> Quaternions -> Matrix
>
> ...that's just equivalent to doing Euler -> Matrix.
>
Hey Steve, I seem to have solved my problem. I finally came to terms
with the Eulers -> Matrix buisness, and there we have it: I'm using an
angle-axis representation of the camera's orientation, and each frame I
build the rotation matrix from the three axis and then translate it
(accounting for the camera's position).
Thanks for all the help,
Miguel A. Osorio.