I\'ve spent a couple weeks on this issue and can\'t seem to find a proper solution and need some advice.
Okay, so I was following this tutorial to help me with making a camera in OpenGL: http://nehe.gamedev.net/data/articles/article.asp?article=08
Say you have a 2d object, you could easily divide this into 15 degree rotations by simply rotating around the centre in 15 degree increments.
I have some understanding problem concerning quaternions. In order to have my world object rotate in the correct way, I need to invert their quaternion rotation while refreshing the object world matr
In 2D, the standard position of a vector开发者_StackOverflow中文版 is down the positive X axis. Is there an equivalent position for quaternions?There is no \"standard position of a vector.\" In 2D or
I\'m writing a flight simulator program (similar to Star fox 64) in XNA and I\'m having an issue with my rotations. My idea is to have a vector for the velocity and vector for the position. The contro
I have a quaternion rotation, as usually described by 4 values: a b c d. Lets say it transforms the x axis so that i look at some object from the front. Now i want to change this rotation so i look at
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical andcannot be reasonably answered in its current form. For help clari
in GLScene we have three parameters (开发者_JAVA百科RollAngle, PitchAngle and TurnAngle) for rotation around local orientation. in the image below, how can I rotate cube around global orientation (ora
I\'ve tried many formulas and conversions, but nothing gave me the result I expect. The scenario is very simple: