From: H. H. <hen...@gm...> - 2008-08-28 16:21:38
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Are you certain about this? In OpenGL matrices are transformed by "Mv". That is, matrix multiplied by vertex? On Thu, Aug 28, 2008 at 11:41 AM, <gl...@mo...> wrote: > > 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); > > > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's > challenge > Build the coolest Linux based applications with Moblin SDK & win great > prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > Glsdk-devel mailing list > Gls...@li... > https://lists.sourceforge.net/lists/listinfo/glsdk-devel > -- Henri 'henux' Häkkinen |