Search found 3 matches

by Manicat
Sun Mar 08, 2009 5:17 am
Forum: Developer's Forum for Windows
Topic: Rotation about alternate axis
Replies: 2
Views: 8915

This has to do with the order of matrix multiplication.

The correct way to implement is:

accumMatrix = accumMatrix * m3dxNew

I guess you have implemented it as

accumMatrix = m3dxNew * accumMatrix
by Manicat
Sun Mar 08, 2009 5:11 am
Forum: Developer's Forum for Windows
Topic: using opengl's function glRotate for rotations
Replies: 9
Views: 22149

Thanks tomkirk, I have implemented the rotation issue as following: A (global)rotation matrix RotMat[4][4] is declared. This matrix is used to perform a rotation on the display item in the following way: ================= glLoadIdentity(); // Reset The Current Modelview Matrix glScaled(scale,scale,s...
by Manicat
Fri Mar 06, 2009 3:26 am
Forum: Developer's Forum for Windows
Topic: using opengl's function glRotate for rotations
Replies: 9
Views: 22149

Hello Tomkirk I'm writing a simulation program that I can use to visualize rollercoaster and dark ride attractions. I also apply OpenGL and i face exactly the same problem as you indicated: translations are easy to implement, but I get the same program interaction with rotations as you described. Un...