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quaternion rotation problem

Started by February 23, 2003 11:52 AM
0 comments, last by nitzan 22 years ago
Ok, previously I had a rotation problem where I wasnt rotating the axis in the correct order. The issue is that I am using quaternions and from what I understood, quaternions rotate around all 3 axis at the same time. Every time I rotate, I am creating a quaternion from Euler angles, transforming it into a matrix and then using glMultMatrix. Does this defeat the point of using quaternions in the first place ? Should I instead create 6 quaternions for 1 degree angles in the x, -x, y, -y, z, and -z axis and then multiply the respective quaternion by the model''s rotation quaternion every time I want to rotate ? Will this fix the issue of having to keep rack of the order in which I want to rotate my model ? Thanks, Nitzan ------------------------- www.geocities.com/nitzanw www.scorchedearth3d.net -------------------------
I''m not entirely sure I understand you question but ohh well. The main purpous of a quaternion is to rotate around an axis that you define yourself, it''s a single rotation. So it should be used where needed, but not otherwise. Unlike standard matrix rotations that rotate around x,y or z individually.

To use quaternions just for the sake of using them indicates lack of understanding of what they really are. They are useful in rare places but should not replace standard matricies.

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