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# how to extract rotation angles from the modelview-matrix..

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hi, I just need an answer to the topic of my post

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Maybe I don''t understand your question correctly, but a single matrix contains no rotation information. A matrix can only be considered to contain "rotation angles" if you intend to multiply it by another matrix.

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Hmmm.. I will explain it a bit more exactly:

glRotatef(a, 1.0f, 0.0f, 0.0f);
glRotatef(b, 0.0f, 1.0f, 0.0f);
glRotatef(c, 0.0f, 0.0f, 1.0f);

the matrix now contains indirectly
the values a, b, c.. maybe not the same values,
because the other rotation-calls.
my question was, how can I extract these values
out of the matrix?

[edited by - Kaesebrot on July 24, 2002 4:04:09 AM]

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What you want is to look up converting a rotation matrix to Angle-Axis. It''s a bit too long to write here, there''s a good section on it in "3D Game Engine Design" though...

Death of one is a tragedy, death of a million is just a statistic.

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thx, I will look there.

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I''m blind.. I can''t find it.. can you give me some keywords please..

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Euler Angles? (Pronounced "Oiler", btw)

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quote:

Euler Angles? (Pronounced "Oiler", btw)

okay, I will try it..

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