Arguments for and against Vector/Quaternion combo verses a Matrix
Hi,
I'm looking some advice planning a rewrite of my Geometry class. Previously I've delved into the world of three Vectors for position, scale and a euler.
I abandonned the euler after many fights with it and started using Quaternions. Functions like slerp were fast becoming advantageous and I planned to use a Vector/Quaterion combo once again through the rewrite.
I'd like to know if anyone has any testimonials for using two Vectors and Quaternion, verses just having a Matrix. I would plan for it to be a well-written Matrix4 class, which will include functions like LookAt, linear Lerp and rotational Slerp.
Can anyone forsee any difficulties I might run into with either method?
[Edited by - deadstar on November 12, 2008 7:04:39 PM]
Did your post get lost? Or are you just looking for 'arguments for and against vector/quaternion combo verses a matrix'?
Fixed, thank hell it was still in my clipboard!
Got one o' those ASP errors after I clicked submit.
Got one o' those ASP errors after I clicked submit.
Quote:Original post by deadstar<offtopic> Those are getting on my nerves - about one every three post lately. </offtopic>
Got one o' those ASP errors after I clicked submit.
Back to the question at hand, I find myself using both, largely out of habit. I started out using vector+quaternion, and shortly discovered I had to manipulate my own matrices for OpenGL, so I ended up caching a matrix at every scene node as well. Unfortunately, the vector+quaternion doesn't offer a whole lot over the matrix, and keeping both is pretty ridiculous, so I think my next rewrite will be to make everything work with just the matrix.
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