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 |
Red-Beard |
Dec 31 2004, 07:12 AM
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#2
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"Ya canna change the laws of Physics" Group: Benefactors Posts: 1,124 Joined: 11-February 03 From: Houston, TX Member No.: 288 Region Association: None |
_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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