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Type: Posts; User: VirtualAce

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  1. If you multiply two normalized quats you get a...

    If you multiply two normalized quats you get a normalized quat. If you mulitply a non-normalized and a normalized and you want a normalized result you must normalize the result. But regardless if...
  2. Have a look at this code. It specifies the axis...

    Have a look at this code. It specifies the axis of rotation but not as you would expect.


    void X3DCamera::Pitch(float angle)
    {
    D3DXQUATERNION quat = m_qRot;
    ...
  3. I see one problem for sure. Remember that a...

    I see one problem for sure. Remember that a transform is Scale * Rotation * Translation. You are doing Translation * Rotation which will cause the object to rotate around the point you translated...
  4. You mean you want to avoid gimbal lock or when a...

    You mean you want to avoid gimbal lock or when a rotation about one axis results in an unintended rotation around another axis. You can either use axis-angle rotations or use quaternions and then...
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