Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


#ActualStephany

Posted 06 August 2014 - 05:35 PM

 

I understood what was happening, I just didn't understand the purpose of it. But now I notice he's using boost, so I think I get the point.


And now I think that you don't: Using boost has nothing to do with anything. My point is that perhaps your renormalization procedure is broken, since the straight-forward code I wrote doesn't exhibit the undesired behavior you described. Perhaps you should post your renormalization code, because it might explain why you are seeing what you are seeing.

 

It's just a basic normalize method, scaling the quaternion by the inverse of its length [1 / sqrt( Dot(q,q) )] or [ 1 / sqrt(x*x + y*y + z*z + w*w) ]. But I'm pretty sure it's actually the way I compute the length that is causing the rounding error.

 

Looking at boost's abs() function, which I'm having difficulty tracing through all of their define usage, but I believe they are dividing all of the quaternion's components by the highest absolute component value, then squaring, then summing, then multiplying the result length with the highest absolute component value. I guess it may be worth the extra cycles to get rid of the small error.


#3Stephany

Posted 06 August 2014 - 05:34 PM

 

I understood what was happening, I just didn't understand the purpose of it. But now I notice he's using boost, so I think I get the point.


And now I think that you don't: Using boost has nothing to do with anything. My point is that perhaps your renormalization procedure is broken, since the straight-forward code I wrote doesn't exhibit the undesired behavior you described. Perhaps you should post your renormalization code, because it might explain why you are seeing what you are seeing.

 

It's just a basic normalize method, scaling the quaternion by the inverse of its length [1 / sqrt( Dot(q,q) )] or [ 1 / sqrt(x*x + y*y + z*z + w*w) ]. But I'm pretty sure it's actually the way I compute the length that is causing the rounding error.

 

Looking at boost's abs() function, which I'm having difficulty tracing through all of their define usage, but I believe they are dividing all of the quaternion's components by the highest absolute component value, then squaring, then summing, then multiplying the result length with that highest value again. May be worth the extra cycles to get rid of the small error.


#2Stephany

Posted 06 August 2014 - 05:21 PM

 

I understood what was happening, I just didn't understand the purpose of it. But now I notice he's using boost, so I think I get the point.


And now I think that you don't: Using boost has nothing to do with anything. My point is that perhaps your renormalization procedure is broken, since the straight-forward code I wrote doesn't exhibit the undesired behavior you described. Perhaps you should post your renormalization code, because it might explain why you are seeing what you are seeing.

 

It's just a basic normalize method, scaling the quaternion by the inverse of its length [1 / sqrt( Dot(q,q) )] or [ 1 / sqrt(x*x + y*y + z*z + w*w) ]. But I'm pretty sure it's actually the way I compute the length that is causing the rounding error.


#1Stephany

Posted 06 August 2014 - 05:21 PM

 

I understood what was happening, I just didn't understand the purpose of it. But now I notice he's using boost, so I think I get the point.


And now I think that you don't: Using boost has nothing to do with anything. My point is that perhaps your renormalization procedure is broken, since the straight-forward code I wrote doesn't exhibit the undesired behavior you described. Perhaps you should post your renormalization code, because it might explain why you are seeing what you are seeing.

 

 

 

It's just your basic normalize method, scaling the quaternion by the inverse of its length [1 / sqrt( Dot(q,q) )] or [ 1 / sqrt(x*x + y*y + z*z + w*w) ]. But I'm pretty sure it's actually the way I compute the length that is causing the rounding error.


PARTNERS