Re: [Plib-users] Re: Matrix rotation question
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sjbaker
From: Steve B. <sjb...@ai...> - 2001-07-13 01:37:47
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"McEvoy, Nick" wrote: > My solution was if my model was pitched + or - 90, then I adjusted it to be > + or - 89.5 ... this kludge seems to fix the problem (ie. my eye doesn't > notice the jump). When I have some more time I'll have to read up on a > better way to fix it. Yep! I've resorted to doing that in order to fix broken code in short order (Tux - A Quest for Herring has it for when Tux goes swimming) - but the precision of roll and heading gets rather poor as you get closer and closer to 90 - so it has to be done with care. Quaternions will work better in a space game where there is no inherent "up" direction...they also handily work around the transition problems you get with going from -180 to +180 or so. ----------------------------- Steve Baker ------------------------------- HomeMail : <sjb...@ai...> WorkMail: <sj...@li...> HomePage : http://web2.airmail.net/sjbaker1 Projects : http://plib.sf.net http://tuxaqfh.sf.net http://tuxkart.sf.net http://agtoys.sf.net http://prettypoly.sf.net http://freeglut.sf.net http://toobular.sf.net |