[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: Camera thoughts
- To: firstname.lastname@example.org
- Subject: Re: Camera thoughts
- From: "Miguel A. Osorio" <email@example.com>
- Date: Mon, 01 Apr 2002 10:58:24 -0300
- Delivered-To: firstname.lastname@example.org
- Delivered-To: mailing list email@example.com
- Delivery-Date: Mon, 01 Apr 2002 08:48:38 -0500
- Mailing-List: contact firstname.lastname@example.org; run by ezmlm
- References: <20020324121825.45B303726@gate.home.lan> <3CA5E9F6.378233F2@airmail.net> <3CA25F7D.F61C5667@gbl.com.br> <3CAA65DA.E2EB8A5B@airmail.net> <3CA33202.17A7DE48@gbl.com.br> <3CAB917F.49D7DA4E@airmail.net>
- Reply-To: email@example.com
- Sender: firstname.lastname@example.org
Steve Baker wrote:
> > With the camera model I described, would that be replacing the GLU
> > function call by three glRotates (about the three camera axis) and one
> > glTranslate?
> Well, not exactly I suggest that...
Err... Sorry for pulling your leg a little longer, but how about if
using quaternions? I mean, if I *do* want to express the rotation in
I'm thinking I could encode these three rotations into three
quaternions, multiply them all, and compose a rotation matrix based on
the result quaternion - would that be a reasonable approach ?
Miguel A. Osorio.