Is glRotate the same as axisAngle to quaternion to matrix?

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Hi,
What am I missing here?

I have a glRotate(50, 1, 0, 0) that produces a rotation matrix.

When I go from an angle axis ((50.0f * M_PI) / 180.0f), 1, 0, 0) to a 
quaternion, finally to a rotation matrix - both these matrices are equal.

***

However if I try glRotate(50, 1, 0, 1); (spin around the (1,0,1) axis)

and try the same thing with an angle axis of ((50.0f * M_PI) / 180.0f, 
1, 0, 1)

these matrices aren't equal? Shouldn't they be the same. What am I 
missing here?

convert to axisangle to matrix algorithm
qx = ax * sin(angle/2)
qy = ay * sin(angle/2)
qz = az * sin(angle/2)
qw = cos(angle/2)
0
Reply walk 4/6/2005 1:26:24 PM


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