From: <gl...@mo...> - 2008-08-28 08:41:44
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> The function 'glmMatRotateYPR3f' calculates a combined rotation matrix > that > rotates a vector around the Y-axis (yaw), followed by X-axis (pitch), > followed by Z-axis (roll). In the actual code, the matrix needs to be > created in reverse? That, the matrix is Z*X*Y? Am I correct with this? It should be equivalent to: glRotatef(yaw, 0, 1, 0); glRotatef(pitch, 1, 0, 0); glRotatef(roll, 0, 0, 1); |