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)
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4/6/2005 1:26:24 PM |
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