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gimble lock

Started by January 26, 2001 09:39 PM
1 comment, last by roguetroop 23 years, 10 months ago
I''m am a newbie programmer and I am using open gl to try to write a video game. I have been trying to find a way to rotate and translate from the "viewer''s" position and not the origin. I have read many articles on this and I still can''t get past gimble lock. My math is not good and I need a short example of how to fix my problem. This is what I am doing now: ... glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 70.0); glRotatef(rx, 1.0f, 0.0f, 0.0f); glRotatef(ry, 0.0f, 1.0f, 0.0f); glRotatef(rz, 0.0f, 0.0f, 1.0f); glTranslatef(x,y,z); ... Any help would be greatly appreciated sincerely john roguetroop@hotmail.com
I sugest you do a google search for gimbal lock, which will point you to either quaternions, or ''eulers are bad''.

Then you can do a search on quaternions & matrices.

Oh, and if you are not going to have 6DOF, then you don''t have gimbal lock...and why are you modifying the projection matrix instead of the model view matrix?



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its impossible to get rid of the gimbal lock problem using eulars
. u need quaternions or matrices (an example of rotating by quats is on my site nv_reflection_map extension IIRC )

http://members.xoom.com/myBollux

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