(i can't tell you what this is about otherwise you'll skip it ^^)

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3 comments, last by Vexator 17 years, 9 months ago
i know this has probably been asked a million times before and most of you will just skip this thread, but i couldn't find an answer in the forums, only dozens of questions and tutorials about quaternions in general. problem: to rotate my quaternion powered camera around the x and y axes, i create quaternions from eulerangles. if i rotate on one axis only, everything is fine, but as soon as i rotate around both axes, the camera also rotates around the z axes, which results in total chaos. why? and how to avoid this? thank you very much!
Wunderwerk Engine is an OpenGL-based, shader-driven, cross-platform game engine. It is targeted at aspiring game designers who have been kept from realizing their ideas due to lacking programming skills.

blog.wunderwerk-engine.com
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I don't know anything about quaternions, but try searching the terms 'gimbal lock' and 'six degrees of freedom.'
i did and i found dozens of search result pages, but couldn't find the solution. and i know about the advantages of quaternions, that's why i'm using them :)
Wunderwerk Engine is an OpenGL-based, shader-driven, cross-platform game engine. It is targeted at aspiring game designers who have been kept from realizing their ideas due to lacking programming skills.

blog.wunderwerk-engine.com
Can you post some code? The behavior you're describing is typical of a 6DOF camera, but not an FPS-style camera. If we can see some code we can probably figure out what you're doing, and why it isn't giving you the results you're after.
thank you both, but i found the solution myself - you have to rotate the y axis around the unrotated coordinate system. works fine now :)
Wunderwerk Engine is an OpenGL-based, shader-driven, cross-platform game engine. It is targeted at aspiring game designers who have been kept from realizing their ideas due to lacking programming skills.

blog.wunderwerk-engine.com

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