I am trying to use quaterions to move the camera direction vector in the following way. This code is perfectly working glm::quat temp1 = glm::normalize( glm::quat((GLfloat)( ...
I'm trying to implement a free-look third person camera (using glm). I know that the general transformation is newCameraPosition = translate(lookatPoint) * rotation(angle,axis) * ...
I have a camera which I want to control with my mouse. I want the mouse to control the pitch and yaw of the camera but not the roll. To avoid loss of significance, I am storing the quaternions for ...
This is similar to a question I asked a while ago, but I phrased it so terribly so might as well start over. I am trying to implement ship movement in 3D space, but confined to a 2D plane at y=0 (see ...