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DiscGolfer17

Member Since 13 Dec 2012
Offline Last Active Feb 11 2013 08:08 AM

Posts I've Made

In Topic: Track Position in OpenGL ES

28 December 2012 - 03:51 PM

Thanks, that will definitely help when I get to the actual testing of collision detection. My problem right now is keeping track of the x, y, and z coordinates of the model after calls to glRotate() and glTranslate() which in turn need to transform the corresponding bounding box/sphere for that model. Right now, the drawing is working how I expect but I need a way to keep track of the position in the world.


In Topic: Camera Orbit Using Quaternion

17 December 2012 - 07:08 PM

Could you expand upon your second method of transform the 2D "cross product" of the joystick coordinates? I am trying to convert my joystick to an axis that I can rotate around. I've gotten the rotation working (sort of) with a matrix, but as soon as I change the axis to rotate by with the joystick. The rotations get all messed up and start rotating on the wrong axes. Thanks a lot for your help!

In Topic: Controlling Spherical Coordinates With Joystick

15 December 2012 - 02:49 PM

@eppo

I have tried and tried to get this to work but I can't seem to get it to do anything! It's not responding to my Quaternion at all... Can you explain to me the correct way to get the x and y axes out of the matrix returned from my quaternion?

I can't seem to get the quaternion to be applied to my camera in any way. If I could just get it to simply rotate around the x or y axis to start that would at least be progress.

In Topic: Controlling Spherical Coordinates With Joystick

13 December 2012 - 05:48 PM

I've thought about trying to use quaternions but they seemed a little difficult to understand how to use... How would I go about setting it up, and applying it to my camera? I just noticed the the framework I'm using (libGdx) has a Quaternion class. I'm just not quite sure how to begin using them. Though I've read that this is the way to go several times.

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