AxisAngle Rotations
I wrote up a bit about how axisangle rotations become transformation matrices. The blurb requires you have a basic understanding of vector algebra and vector/matrix multiplication. I claim neither completeness nor correctness at this point
But, I hope this sheds some light on the subject for a few people:
<http://dog4.dyndns.org:8080/trac/wiki/AxisAngleRotation>
But, I hope this sheds some light on the subject for a few people:
<http://dog4.dyndns.org:8080/trac/wiki/AxisAngleRotation>
Cool, definitely an important part of 3D graphics. You might want to consider adding a quaternion section, too.
(Takes for ever to load, BTW. Probably since it's being hosted on your computer (or at least I'm assuming it is, from the dyndns domain))
(Takes for ever to load, BTW. Probably since it's being hosted on your computer (or at least I'm assuming it is, from the dyndns domain))
I mucked around with the server a bit, it should be faster now, though don't expect stellar speeds.
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