OT: Math Question ... |
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OT: Math Question ... |
SirAndy |
Dec 30 2004, 11:21 PM
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#1
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Resident German Group: Admin Posts: 41,669 Joined: 21-January 03 From: Oakland, Kalifornia Member No.: 179 Region Association: Northern California |
stupid question (what else is new) ...
while working on my 3D-Editor/Game Engine i came to realize that the default Rotation Matrix for OpenGL uses a counterclockwise winding for Rotations around the Y-Axis (Yaw), meaning if you look at a Object in the XZ Plane a Positive Angle will Rotate the Object Left, a Negative Angle will Rotate it Right. This is Counter-Intuitive and i am wondering if there is a rule for this behavior in a Cartesian coordinate system or is this merely a "personal preference" for OpenGL ??? My editor currently uses the clockwise approach, where a positive angle rotates the object to the right instead, which seem much more intuitive. searching the web, i have found both approaches, but i would like to know if there's a "corret" way to do it ... (IMG:http://www.914world.com/bbs2/html/emoticons/type.gif) Andy |
SirAndy |
Dec 30 2004, 11:44 PM
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#2
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Resident German Group: Admin Posts: 41,669 Joined: 21-January 03 From: Oakland, Kalifornia Member No.: 179 Region Association: Northern California |
alright, so this would be the correct matrix then:
hmmmm, maybe i will just make it an option for the enduser ... (IMG:http://www.914world.com/bbs2/html/emoticons/idea.gif) Andy |
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