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?