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 |
rick 918-S |
Dec 31 2004, 08:24 AM
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#2
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Hey nice rack! -Celette Group: Members Posts: 20,471 Joined: 30-December 02 From: Now in Superior WI Member No.: 43 Region Association: Northstar Region |
What some people solve with math others would solve with a hammer. Hit the coil until you loosen the wires. Then wind them the other way. This should achieve what your after without changing the math. (IMG:http://www.914world.com/bbs2/html/emoticons/happy11.gif)
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