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SirAndy |
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Resident German ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 42,245 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 |
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Katmanken |
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You haven't seen me if anybody asks... ![]() ![]() ![]() ![]() Group: Members Posts: 4,738 Joined: 14-June 03 From: USA Member No.: 819 Region Association: Upper MidWest ![]() |
Sor Ahndie...
Is this code going to be used in the northern or the southern hemisphere? Ya know you have to be counter clockwise in the northern hemisphere and clockwise in the southern hemisphere. Magnetic fields reverse in the southern hemisphere, water spins in the opposite direction as it drains, monitors become unaligned, and a lot of the rules change down there....... Bet you didn't know that...... (IMG:http://www.914world.com/bbs2/html/emoticons/blink.gif) Ken |
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Lo-Fi Version | Time is now: 4th July 2025 - 07:37 PM |
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