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.
Possibly Related Threads...
Thread:  Author  Replies:  Views:  Last Post  
Moving Camera Along It's Local Axis  Oddity007  5  3,084 
Oct 18, 2008 11:04 AM Last Post: Oddity007 

glFog and axis problem  tigakub  2  3,656 
Mar 25, 2005 06:32 PM Last Post: tigakub 

World and Object Rotations (Quaternions Are Killing Me)  Nickolei  3  4,351 
Feb 14, 2005 06:12 PM Last Post: Nickolei 

glMultMatrixf and rotations  jSTIN  7  7,079 
Nov 25, 2003 04:56 AM Last Post: DoG 