Order of Translations and Rotations
Posted: Fri Apr 15, 2011 7:42 am
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:
Why does this work?
BTW, Im a noob at matricies
Thanks,
mv2112
Code: Select all
guMtxRotAxisDeg(model, &triAxis, rtri);
guMtxTransApply(model, model, -1.5f,0.0f,-6.0f);
BTW, Im a noob at matricies
Thanks,
mv2112