Sign in to follow this  

About quaternion roations used in cameras..

This topic is 4689 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I just posted in another thread about my camera, and I noticed I should mess with it a bit, so I did and found if I use : D3DXQuaternionRotationYawPitchRoll(&QUAT, DegreesToRadians(vecRot.z), DegreesToRadians(vecRot.y),DegreesToRadians(vecRot.x),); My rotations get all messed up when I change 2 at once from 0 degrees. Yet if I do this: D3DXQuaternionRotationYawPitchRoll(&QUAT, DegreesToRadians(vecRot.z), DegreesToRadians(vecRot.y),0.0); D3DXMatrixAffineTransformation(&matAT, 1.00f, NULL, &QUAT, &vecCameraSource); D3DXMatrixRotationZ(&matRot, DegreesToRadians(vecRot.x)); D3DXMatrixInverse(&matView, NULL, &matAT); matView = matView * matRot; My rotations work absolutely fine, except for the fact that my frustum culling gets messed up from using a matrix rotation(gimbal lock.) Any ideas why this is happening? thanks. [Edited by - xsirxx on February 9, 2005 2:35:39 AM]

Share this post


Link to post
Share on other sites

This topic is 4689 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this