Optimized Rotations for a 3D engine
I read an article by Chris Hargrove and I came across the following formula for rotatio around the x axis.
NewY = (OldY*Cos(ThetaX)) - (OldZ*Sin(ThetaX)) ** X axis NewZ = (OldZ*Cos(ThetaX)) + (OldY*Sin(ThetaX))
(Copy NewY and NewZ into OldY and OldZ)
He said it could be optimized by only doing a total of 9 multiplies. How can I do this?
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