Timothy Moore (moore++at++WOLFENET.com)
Thu, 4 Dec 1997 14:29:34 -0800 (PST)
So I wonder if this will be the same as an X/Y/Z rotation :
Mr=makeRot(Xr,1,0,0)*makeRot(Yr,0,1,0)*makeRot(Zr,0,0,1);
Yes.
Even if this is the correct way, it will require a LOT more processing
that just a simple setRot(h,p,r).
Maybe, maybe not. Performer generally needs to do this calculation
anyway for pfDCSes in order to do culling, though presumably the
routine that does this won't make function calls to makeRot :).
So what I really would like to have, is a matrix that I can use to do
this in one operation instead of 3 (and I still think that my Mr will be
the same as h,p,r).
The OpenGL Programming Guide is a handy reference for this sort of
thing, though you need to remember that the matrices are all
transposed from the post-multiply matrices used in Performer.
Tim
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