Re: 3D coordinate system with Z=Up - rotation directions and starting axis ?
"R.Wieser" <[email protected]> Sun, 26 Jan 2025 13:17:31 +0100
| Newsgroups | comp.os.ms-windows.programmer.win32,alt.comp.os.windows-xp,alt.windows7.general |
|---|---|
| Organization | A noiseless patient Spider |
| Message-ID | <[email protected]> |
Paul, >> What I'm looking for, for both the Y=up and Z=Up coordinate systems : >> >> rotation directions for all three axis/planes, as well as starting axis*. ... > https://www3.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html Have you noticed that that doesn't talk about even just the angle origin of the Up-axis, let alone the Horizontal and perpendicular-to-the-screen ones ? :-( I've just spend yesterday evening and the better part of this morning (upto now) going thru webpage-after-webpage, and have only been able to find an indirect reference to what the origin of the Up-axis rotation angle (probably) is (the +X axis). > Try it their way and see if it works ? How ? Their "3D Graphics Coordinate Systems" chapter is two short paragraphs with a picture of how they set up their axis, but nothing else. :-| (I did search the OpenGL webpage for both "angle" as well as "rotation" and found nothing relevant to my question) That was why I had to pick my own angle directions and origins thereof. Camera movement works fine with them. And yes, that Y=Up was what I implemented first and on what I based my Z=Up version, after which I noticed that the data I extracted from a game doesn't match up with it angle wise. Hence my question. Any idea ? Regards, Rudy Wieser