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Order of Translations and Rotations

Posted: Fri Apr 15, 2011 7:42 am
by mv2112
If you have GX setup correctly, should you rotate then translate for an object to rotate rather than revolve around a point? Why is this? In openGL, you have to translate and then rotate or else the object will go in a circle. I noticed in nehe tutorials the order of translations and rotations seemed backwards also:

Code: Select all

guMtxRotAxisDeg(model, &triAxis, rtri);
guMtxTransApply(model, model, -1.5f,0.0f,-6.0f);
Why does this work?

BTW, Im a noob at matricies :oops:

Thanks,
mv2112