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consistant object rotations

Started by anotherfantasy Jan 19, 2002 at 10:10 PM 1 replies 200+ views
Original Post
anotherfantasy
anotherfantasy
using 3 glRotatef functions to rotate one all 3 axis, i noticed that the final position of your object depends on the order that you rotate on each axis. if you have the ''z'' rotation last, the x and y rotations of the object is relative to the screen and the z rotation is relative to the original orientation of the object. this is a pain in the ass when trying to rotate a model that consists of smaller models. is there a way to make all the rotations relative to the screen or all the rotations relative to the original orientation of the object? There''''s an astronomical difference in being the best and being the best of the best.
There''s an astronomical difference in being the best and being the best of the best.
Shag
Shag
the problem you''re seeing as commonly refered to as Gimbal lock. search for this in google or something. A common alternative is to use quaternions.
zedzeek
zedzeek
or dont use eulars to describe the rotations

btw >>There''''s an astronomical difference in being the best and being the best of the best<<
WTF, wheres the diff!!!

http://uk.geocities.com/sloppyturds/gotterdammerung.html

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