Jump to content
  • Advertisement
Sign in to follow this  

Scenegraph rotation problem

This topic is 4261 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

Hi all, I am doing a simplistic scenegraph implementation. I have a scenenode class containing a transformation matrix (transform) to store the object's orientation. In render, I set the world transform to the current node's transform*its parent's transform. This works as long as the node is parented to an unrotated parent. If I parent a scene node to a parent which is rotated, the results are weird. image1.PNG However, if i parent it to an unrotated but translated parent it works ok. image2.PNG My question is how can this issue be solved? Should I create two matrices one for local and other for the world transform of the node? Regards, Mobeen

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!