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2. 用胶合材料进行翻译和何时实现正常化
原标题:Translations with glMultMatrixf, and when to normalize

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 };
最佳回答

这对我来说是这样。 内容顺序应为:

   0   4   8   12
   1   5   9   13
   2   6   10  14
   3   7   11  15

但是,在要素3中,你先天×,应该成为要素12(与否和z)。

=======================================================================================================================

很抱歉,你已经说过你转来。 但X应肯定属于要素12,只是为了你确认。 我不认为你必须做任何超出矩阵的工作。

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