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> OT: Math Question ...
SirAndy
post Dec 30 2004, 11:21 PM
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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 ...

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Red-Beard
post Dec 31 2004, 07:12 AM
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"Ya canna change the laws of Physics"
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QUOTE (swood @ Dec 30 2004, 11:14 PM)
Shoot.  I thought this was going to be one of those impossible to solve problems about two trains leaving at the same time travelling towards each other at different speeds.  :blink:

_YOU_ are the engineer on a train traveling from New York City to Chicago...

Yeah, Standard Polar coordinates are counter clockwise. And they were derived from Standard Carteasean coordinates.
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