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source: orxonox.OLD/orxonox/branches/heightMap/doc/KNOWLEDGE_BASE @ 4225

Last change on this file since 4225 was 2551, checked in by patrick, 20 years ago

orxonox/trunk: minor changes - enhanced sc controll, fixed uncontrolled rotation effect, added some debug outputs for testing purposes, reformatted some src files from win style but not all

File size: 748 bytes
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3Matrixes Theory
4===============
5Very important to express any rotation for OpenGL.
6
7A very simple and though not too deep introduction, contains also a good Quaternion introduction:
8http://skal.planet-d.net/demo/matrixfaq.html
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10Specialy Matrix Rotations:
11http://mathworld.wolfram.com/RotaionMatrix.html
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13OpenGL Transformation/Rotation Matrixes:
14http://nehe.gamdev.net/data/articles/article.asp?article=02
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17Quaternion Mathematics
18======================
19Orientations can be represented as Quaternions. They make it simpler and, in tearm of CPU-Time, cheaper to calculate rotations.
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21A good and understandable introduction can be found here:
22http://pw1.netcom.com/~hjsmith/Quatdoc/Qindex.html
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25www.gamedev.net/reference/articles/article1095.asp
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