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 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?