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
Search found 3 matches
- Sun Mar 08, 2009 5:17 am
- Forum: Developer's Forum for Windows
- Topic: Rotation about alternate axis
- Replies: 2
- Views: 8915
- 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...
- 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...