Jerry Edsall (jedsall++at++fasainteractive.com)
16 Jul 1997 10:55:11 -0500
y=-z
z=y
roll=-roll
But this required me decompose my matrix from the simulation to figure out what
the xyz ypr was. So what you said about reording the multiplication order helped
and I figured it out. What I needed to do was a simularity transform on my
simulation matrix. Since that was orthagonal ( 90 degrees ) I just had to
reorder the matrix and change some signes.
Thanks for the help.
Jerry
------------------------------
Date: 7/16/97 5:36 AM
To: Edsall, Jerry
From: Angus Dorbie
On Jul 15, 12:06pm, Jerry Edsall wrote:
> Subject: Re: model view matrix and r
> RE>>model view matrix and rotatio
> So how do you convert from a gl matrix to a performer matrix?
>
> Jerry
There's just a view orientation difference. So there's no conversion,
there will be a pre viewing 90 degree rotate around x on the mviewing stack
so conceptually y & z mean different things.
As I've said this is for the z up coordinate system imposed by performer.
So
pf_x == gl_x
pf_y == -gl_z
pf_z == gl_y
gl_x == pf_x
gl_y == pf_z
gl_z == -pf_y
If you really insist on using gl coordinates you can add a pfSCS above
the scene graph with a 90 degree x rotate and pre & post multiply the
viewing matrix by +ve & -ve 90 degree x rotations. If you do this
then conceptually you end up with OpenGL style coordinates in all
Channel, DCS & SCS matrices.
This is what I did with Divisions Performer implementation of dPL you
may be familiar with, and why the implementation is able to easily
handle the Y = up coordinates of dPL.
There are simpler ways but performer coordinate stuff like the
isector partitioning & earth sky would suffer as a result (if you
decided you needed them).
BTW I think there is also me a row vs column difference for OpenGL, I'm
not sure about this. But it's easy to figure this part.
Cheers,Angus.
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Date: Tue, 15 Jul 1997 19:28:11 -0700
From: dorbie++at++multipass.asd.sgi.com (Angus Dorbie)
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"Re: model view matrix and r" (Jul 15, 12:06pm)
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