consistant rotation
if you guys have ever used 3 glRotatef functions to rotate an object on the 3 axis, you might have noticed the final orientation of your object depends on the order that you place each of the x,y,z axis rotations.
if you have the ''z'' axis done last, you then have the ''x'' and ''y'' rotations done relative to the screen and the ''z'' rotation done relative to the original position of the object. this means at the proper angles, you can make the z rotation look like the x or y rotation and not be able to tell the difference.
is there a way to make all 3 rotations relative to the screen or all 3 relative to the original orientation of the object? this fact is a real pain in the ass when trying to manipulate 3d models made of smaller models.
There''''s an astronomical difference in being the best and being the best of the best.
There''s an astronomical difference in being the best and being the best of the best.
It isn''t nice to cross post. There''s already an answer to your other thread, so I''ll close this one for you.
[ GDNet Start Here | GDNet FAQ | MS RTFM | STL | Google ]
Thanks to Kylotan for the idea!

[ GDNet Start Here | GDNet FAQ | MS RTFM | STL | Google ]
Thanks to Kylotan for the idea!
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement