Six Degrees of Freedom
Two Questions:
1. I am working on a globe that I created work. I have created the globe with the texture. I also rotated the globe -90 degrees and the x-axis and 90 degrees around the z-axis to get the orientation right. Now that I rotated my scene -90 degrees around the x-axis my y-axis has now become my z-axis and vice versa. So how do I correct my orientation to show true x,y and z axis without disturbing the orientation of the globe that I created?
2. Are there any good tutorials out there for moving objects in a scene in six degrees of freedom? IE Zoom in and Out, rotate about the x and y axies, and translated the object to any coordinate location in the scene?
Any help would be greatly appreciated!
Thanks!
u ahould use quaternions, search for them on google.com
if u want i have a nice working vc++ project about quaternions.
www.web-discovery.net
if u want i have a nice working vc++ project about quaternions.
www.web-discovery.net
you don''t need quats for this. just use a regular matrix, but when you go to rotate it, multiply the rotation vector by the matrix.
Thanks for the suggestion. I will research quaternions. As for the last post, penetrator could you please explain this?
Thanks!
Thanks!
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