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#Actualgarrus

Posted 26 February 2013 - 03:39 PM


So i mantain,say,a 4x4 matrix to store the object's orientation and displacement , edit that matrix to rotate/move the object, and glRotate,glTranslate accordingly before drawing the object?

 

Look into my previous post's history, it may give you some ideas.

 

Thanks, that helped smile.png

 

So is the following correct?

So If i want to move an object to the direction it's facing, since i don't have a "forward" vector explicitly,

i assume that all objects begin facing a certain direciton.

 

For example -Z direction, and the current direction they're facing is [0 0 -1]^T times their rotation matrix?

 

Is this how it's done generally?

If so, isn't it processor-intensive to compute all orientations from this?


#1garrus

Posted 26 February 2013 - 03:38 PM

So i mantain,say,a 4x4 matrix to store the object's orientation and displacement , edit that matrix to rotate/move the object, and glRotate,glTranslate accordingly before drawing the object?

 

Look into my previous post's history, it may give you some ideas.

 

Thanks, that helped :)

 

So is the following correct?

So If i want to move an object to the direction it's facing, since i don't have a "forward" vector explicitly,

i assume that all objects begin facing to a certain direciton.

 

For example -Z direction, and the current direction they're facing is [0 0 -1]^T times their rotation matrix?

 

Is this how it's done generally?

If so, isn't it processor-intensive to compute all orientations from this?


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