Thread: [PyOpenGL-Devel] [ pyopengl-Bugs-636052 ] rotations around center
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mcfletch
From: <no...@so...> - 2002-11-09 23:42:17
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Bugs item #636052, was opened at 2002-11-09 15:42 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=636052&group_id=5988 Category: Context Group: OpenGLContext v1.0 Status: Open Resolution: None Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Mike C. Fletcher (mcfletch) Summary: rotations around center Initial Comment: transform.py Transform class transform method rotation needs to come above center and transform for rotations around center to work as intended. def transform( self ): ''' Perform the actual alteration of the current matrix ''' if self.rotation: apply(glRotatef, self.rotation ) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=636052&group_id=5988 |
From: <no...@so...> - 2002-11-16 08:53:03
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Bugs item #636052, was opened at 2002-11-09 18:42 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=636052&group_id=5988 Category: Context Group: OpenGLContext v1.0 >Status: Pending >Resolution: Invalid Priority: 5 Submitted By: Nobody/Anonymous (nobody) Assigned to: Mike C. Fletcher (mcfletch) Summary: rotations around center Initial Comment: transform.py Transform class transform method rotation needs to come above center and transform for rotations around center to work as intended. def transform( self ): ''' Perform the actual alteration of the current matrix ''' if self.rotation: apply(glRotatef, self.rotation ) ---------------------------------------------------------------------- >Comment By: Mike C. Fletcher (mcfletch) Date: 2002-11-16 03:53 Message: Logged In: YES user_id=34901 I've examined the code, and it really does appear to do what I intended (which is to mimic the VRML97 model). Rotation is done about the centre (as is scaling). To do that AFAIK, you need to have the centre-translate active before you do the rotation and scaling. I'm pretty sure it's right as-is (I've done a _lot_ of work on VRML Transform coding over the years). An explanation of _why_ you think it should work some other way would be helpful. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=105988&aid=636052&group_id=5988 |