19 years, 11 months ago
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Community contributions featured19 years, 11 months ago
Quote:Out of curiosity, why do you need to perform this conversion?I'm performing skeletal animation. My skinned object has a global matrix representing the location in the worl…
19 years, 11 months ago
I have a DirectX quaternion and I like to create two other quaternion, one with just the Yaw and Roll rotations and other just with the Pitch rotation. This can be done by…
19 years, 11 months ago
I have to rotations represented by two quaternions (q1 and q2). I need to find a quaternion (q) that represents the rotation from q1 to q2. But I have no idea of how to accompli…
19 years, 11 months ago
All the sprites that I had created (using ID3DXSPRITE, perform a texture clamping when the provided texcoords are out of the texture boundaries. Is there a way to make it behave…
20 years, 3 months ago
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See all in DiscussionsQuote:Out of curiosity, why do you need to perform this conversion?I'm performing skeletal animation. My skinned object has a global …
19 years, 11 months ago
I have a DirectX quaternion and I like to create two other quaternion, one with just the Yaw and Roll …
19 years, 11 months ago
I tried q3 = q2*q1~ and it seems to works great!Thx for all the suggestions!
19 years, 11 months ago