So I can understand things better, I m trying to get away from calling the gl transformation functions (glTranslatef / glRotatef etc.) instead I m creating my own matrices and using glMultMatrixf().
为X/y/z的轮换而创建的矩阵表一似乎无足轻重,但我的翻译矩阵似乎将我的片面的所有vert倒为一个单轴。
考虑通过一个矩阵,我站不住脚:
{ 1.0f,0.0f,0.0f,x
0.0f,1.0f,0.0f,y,
0.0f,0.0f,1.0f,z,
0.0f,0.0f,0.0f,1.0f };
to(x,y,z) (一栏主)。 只是为了确保我 all倒一切,我转过了上述矩阵,它仍然没有工作。 似乎把所有东西都归为不同的轴心。
我在某个地方没有正常的步骤? 当国际会计制度成为使你的矩阵正常化的良好想法时。
早就减少对我民的一些知识!
These are my rotation Matrices: XAxis
{ 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, (float) Math.cos(x), (float) -Math.sin(x), 0.0f,
0.0f, (float) Math.sin(x), (float) Math.cos(x), 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
YAxis
{ (float) Math.cos(y),0.0f,(float) Math.sin(y),0.0f,
0.0f,1.0f,0.0f,0.0f,
(float) -Math.sin(y),0.0f,(float) Math.cos(y),0.0f,
0.0f,0.0f,0.0f,1.0f };
ZAxis
{ (float) Math.cos(z),(float) -Math.sin(z),0,0,
(float) Math.sin(z),(float) Math.cos(z),0,0,
0.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f };