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