I have written a custom lookAt function based on a lot of posts from all over the net, and it works very nice... except when a rotation (which is stored in a quaternion) crosses some 'threshold'. ...
I'm building a framework for my WebGL project and at the moment I have a problem with a function which will rotate an object towards a target vector with a given angular speed. In Unity engine it's ...
I've got a question about quaternions in my WebGL application. How can I rotate an object only around two axes? For example, how can I exclude/nullify rotation about the Y axis? The problem is that ...
So after a lot of researching about quaternions I almost got the quaternion camera working. Almost, cause it rotates in a proper way only in a vertical axis. Other rotations stretches and deforms the ...
I am trying to create a WebGL camera based on quaternions. I looked at many tutorials, and none is as simple as it could be or it was not working. How can I create such a camera?
I can't get it to work for the life of me. Its rotating the camera in the global coordinate system, or some other random coordinate system, not the camera local coordinate system. WASDEC work ...