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matrix-rotation problem - Printable Version +- iDevGames Forums (http://www.idevgames.com/forums) +-- Forum: Development Zone (/forum-3.html) +--- Forum: Graphics & Audio Programming (/forum-9.html) +--- Thread: matrix-rotation problem (/thread-7253.html) |
matrix-rotation problem - <seb> - Mar 6, 2003 01:28 PM hi! i am doing the following: i have an object, position and orientation are stored in a translationMatrix and a rotationMatrix. when rendering the object, i compose a transformationMatrix with them. now i want to rotate the object around its own z-axis. i try to do that by multiplying the rotationMatrix with another rotationMatrix representing a rotation around the z-axis. but my object rotates around (0/0/0), not the objects position! i seem to have followed the example i found in the article from diana gruber, but the effect i get is not the one i wanted ... what is wrong? ![]() sebastian matrix-rotation problem - Tycho - Mar 6, 2003 02:39 PM You have to rotate your object while it's still centered around the origin, and then translate it. matrix-rotation problem - kelvin - Mar 6, 2003 03:26 PM yeah, reverse the order of the matrix multiplies. idealy if you're going to have 4 transforms, namely: Location (translate) Rotation (around a local origin offset) Scale (around the same local origin offset) Origin offset (translate) you want to use the gl(Scale/Rotate/Translate) in the above order when setting up your matrix. Then just draw your polygons as if unscaled/rotated at the origin. |