• Create Account

# Aitorman

Member Since 18 Mar 2012
Offline Last Active Apr 07 2013 03:35 AM

### In Topic: Disable rotation of a body ODE

23 March 2013 - 04:54 PM

Nevermind, I'm surprised that such a simple mistake has given me so much trouble haha. I didn't know that I could pass 0 as the joint group parameter jor dJointCreate to allocate the joint "normally" and I thought I had to pass a joint group, so I used the only one I have, the contact joint group, which is emptied each frame. That's why it did nothing.

But now I have another problem: I want the box to slide in a plane, and it does so correctly if the plane has no friction, but as soon as I put a bit of friction into it, the movement starts being a bit jerky, like it moves bit by bit at first and suddenly it gains speed and starts moving smoothly and very fast. Do you know how I can keep the smooth movement while constraining rotation?

P.S: Sorry if I make any grammar mistake, English is not my native language

### In Topic: Simple obj loader for OpenGl

23 September 2012 - 01:12 PM

Thank you! Sorry for the late answer, I've been out in the weekend

### In Topic: Simple obj loader for OpenGl

21 September 2012 - 02:04 PM

Thanks! I'll try using assimp or Dunge's solution If I can't get it to work.

### In Topic: Help with lookAt camera

20 September 2012 - 06:57 AM

Yeah, I've tried that, but the object's rotation only works for the camera if the offset is for example (0,0,5), but if it is (0,5,5), it doesn't work because It has to point 45 degrees for on the x axis than the object. Anyways, I have changed to another camera system. When you specify the offset vector, you also have to specify an offset rotation quaternion, and the camera's rotation will be the object's rotation multiplied by the offset rotation. So, if you have this offset vector (0,5,5), the offset rotation will have to rotate the object 45 degrees along the x axis to have the camera pointing to the object always

### In Topic: glm's angleAxis function creates identity quaternion if angle 0 is passed

15 September 2012 - 06:21 AM

Thank you! My way of thinking seems silly now that I understand what it really does, corrected!

PARTNERS