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  1. Ok, I modified my multiplication code and now it...

    Ok, I modified my multiplication code and now it works out (sans some small math errors. Hmm, guess I better figure out what's going on there! When mapped, the z and y axis are correct, but the x...
  2. Rotating a point using a quaternion, then using an inverse quaternion to rotate back?

    I have a function that takes a unit quaternion <w,x,y,z> and a point <x,y,z> and spits out the rotated 3d point.
    void rotate(const float *quaternion, const float *point, float *newpoint)

    This...
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