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Generally, whether you rotate around "local Y" or "world Y" depends on the order you apply the rotations. If you're "free flying", then your variable ry no longer has a specific meaning, because all the moves are cumulative. You can keep a matrix, and apply successive rotations and translations to it to fly around. After a long while, there can be ...


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Calculating the AABB in Model Space The first step is to calculate the AABB in model space. Model space coordinates are the vertex positions that describe the model locally (often the object is described as standing in the origin of your editing application). You seem to have this step down, but just in case, here are the steps to follow: Iterate through ...


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For that kind of behaviour you generally Rotate about the origin, then Translate, then Scale. Since you want to rotate from the center bottom of your quad, from the origin you'd: 1. Translate the image to have its center at the origin ((width/2)) 2. Rotate 3. Translate to the desired location I'm not familiar with the inner works of OpenGL (I work with a ...


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It is quite simple, actually. All you need is to replace the immediate mode draw calls with a Vertex Buffer Object - VBO. However, updating the VBO at every drawQuad() would be very inefficient. The optimal approach would be to batch the vertexes in a system-side vertex array and then update the VBO once per-frame before rendering. I'm not very familiar ...


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there are plenty of opengl 3+ tutorials out there. Since LWGJL is a thin wrapper, it doesn't matter what language they are in you should be able to adapt them easily. check those out: http://www.opengl-tutorial.org/ http://www.mbsoftworks.sk/index.php?page=tutorials&series=1 https://www.opengl.org/wiki/Main_Page



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