OpenGL Matrix Transformations
I use glTranslate/glRotate to position a 3D object at some position, and have created a bounding box for collision testing on that object (after the transformation with glTranslate/glRotate)
I have to manually translate/rotate the box to where it will be after the objects transformation, right?
Can someone please provide me of a brief example of how to accomplish this transformation?
Any help is much appreciated, Thanks.
So that we can give more useful advice, can you clarify what sort of bounding boxes you're using? That is, is it an oriented box, an axis-aligned box of sufficient size to fully contain the object in any orientation, or something else?
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