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Rotation matrix confirmation

Started by July 12, 2005 04:53 PM
9 comments, last by GameDev.net 19 years, 4 months ago
Well, as I see it, the best way to perform rotation in openGL is using
unit quaternions. From theese quaternions you can create rotation matrices in a simple cookbook manner, and then just use glMultMatrix. This avoids problems such
as gimbal lock etc. google quaternions and you'll find everything you need!

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