OpenGL API Specifications
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Posted 25 July 2001  03:25 PM
Posted 25 July 2001  07:51 PM
Posted 26 July 2001  02:56 AM
Posted 26 July 2001  03:08 AM
void mtx_AxisAnglePivotToMatrixH(fvector Axis, float angle, fvector Pivot, matrix4 M)
{
float s, t, c, sx, sy, sz, tx, ty;
c=cos(angle); s=sin(angle); t=1.0c;
sx=s*Axis.x; sy=s*Axis.y; sz=s*Axis.z;
tx=t*Axis.x; ty=t*Axis.y;
M[0]=tx*Axis.x+c;
M[1]=tx*Axis.ysz;
M[2]=tx*Axis.z+sy;
M[4]=tx*Axis.y+sz;
M[5]=ty*Axis.y+c;
M[6]=ty*Axis.zsx;
M[8]=tx*Axis.zsy;
M[9]=ty*Axis.z+sx;
M[10]=t*Axis.z*Axis.z+c;
M[12]=Pivot.xM[0]*Pivot.xM[4]*Pivot.yM[8]*Pivot.z;
M[13]=Pivot.yM[1]*Pivot.xM[5]*Pivot.yM[9]*Pivot.z;
M[14]=Pivot.zM[2]*Pivot.xM[6]*Pivot.yM[10]*Pivot.z;
M[3]=M[7]=M[11]=0.0;
M[15]=1.0;
}
Posted 26 July 2001  03:32 AM
normally M = Rotation x Translation
{
glTranslate
glRotatef
}
  
 ++  ++
      
++ + +
+ ==>    ==>   
++ ++  ++
  
 

or M = Translation x Rotation
{
glRotatef
glTranslate
} 
  +++
    
    
++  ++ +++
+ ==> + ==> 
++  ++ +
  
  
  
Posted 26 July 2001  04:31 AM
Posted 26 July 2001  04:53 AM
Posted 26 July 2001  07:58 AM
Posted 26 July 2001  04:23 PM
[ a b c d]
[ e f g h]
[ i j k l]
[ m n o p]
where
''x = ax + ey + iz + m
''y = bx + fy + jz + n
''z = cx + gy + kz + o
''w = dx + hy + lz + p
Posted 27 July 2001  02:56 AM
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