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   alt.comp.os.windows-xp      Actually wasn't too bad for a M$-OS      17,273 messages   

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   Message 17,015 of 17,273   
   R.Wieser to All   
   Re: 3D coordinate system with Z=Up - rot   
   26 Jan 25 13:17:31   
   
   XPost: comp.os.ms-windows.programmer.win32, alt.windows7.general   
   From: address@is.invalid   
      
   Paul,   
      
   >> What I'm looking for, for both the Y=up and Z=Up coordinate systems :   
   >>   
   >> rotation directions for all three axis/planes, as well as starting axis*.   
   ...   
   > https://www3.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html   
      
   Have you noticed that that doesn't talk about even just the angle origin of   
   the Up-axis, let alone the Horizontal and perpendicular-to-the-screen ones ?   
   :-(   
      
   I've just spend yesterday evening and the better part of this morning (upto   
   now) going thru webpage-after-webpage, and have only been able to find an   
   indirect reference to what the origin of the Up-axis rotation angle   
   (probably) is (the +X axis).   
      
   > Try it their way and see if it works ?   
      
   How ?   Their "3D Graphics Coordinate Systems" chapter is two short   
   paragraphs with a picture of how they set up their axis, but nothing else.   
   :-|  (I did search the OpenGL webpage for both "angle" as well as "rotation"   
   and found nothing relevant to my question)   
      
   That was why I had to pick my own angle directions and origins thereof.   
   Camera  movement works fine with them.   
      
   And yes, that Y=Up was what I implemented first and on what I based my Z=Up   
   version, after which I noticed that the data I extracted from a game doesn't   
   match up with it angle wise.   
      
   Hence my question.   Any idea ?   
      
   Regards,   
   Rudy Wieser   
      
   --- SoupGate-DOS v1.05   
    * Origin: you cannot sedate... all the things you hate (1:229/2)   

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