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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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