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answered Get perpendicular vector from another vector
Apr
26
comment Maths ? coordinates rotating around coordinates
I would recommend learning about high school trigonometry.
Apr
25
comment OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
@DaanMeijer I often recommend this book. There are probably online versions of it, too.
Apr
25
revised OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
added 6 characters in body
Apr
25
comment OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
@DaanMeijer the fact that you ask this question means that writing a correct matrix class is going to be a challenging task for you. If you wish to carry on, I highly recommend that you use unit tests all along, for instance with JUnit.
Apr
25
answered OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
Apr
25
comment OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
Your code looks fine (at least the logic is correct); there may be a problem with other parts of your code. Maybe the multiplication part? Or where you compute the projection?
Apr
25
comment OpenGL [LWJGL3] - Matrix4x4 not rotating correctly
Why are there three multilpy() calls in the end?
Apr
24
comment Rotate sprite along the angle between two objects
This function reinvents the wheel and is really too long. I can’t recommend anyone uses it. It can be rewritten in one single line: float zVec2f::getAngle () const { return atan2f(this->x, - this->y); }
Apr
24
revised Perlin noise looks uncoherent on higher z
deleted 2 characters in body
Apr
24
comment Perlin noise looks uncoherent on higher z
Don’t forget to accept answers when you’re satisfied.
Apr
24
answered Perlin noise looks uncoherent on higher z
Apr
23
comment How to compute a transformation matrix that describes each position and rotation on a sphere?
No, the up vector is just a general hint, it does not have to be perpendicular to your view vector. It just has to be non-collinear. Gimbal lock is related to this, but probably not an issue for you.
Apr
23
answered How to compute a transformation matrix that describes each position and rotation on a sphere?
Apr
15
comment WebGL color quantization
Note that this code does not minimise the color difference with the original pixel. Another formula which does is: floor(gl_FragColor.rgb * (color_resolution - 1.0) + 0.5) / (color_resolution - 1.0);. In a perfect world you would also have to perform gamma correction before quantisation.
Apr
14
revised Calculate average of arbitrary amount of quaternions (recursion)
fix syntax error
Apr
14
answered Calculate average of arbitrary amount of quaternions (recursion)
Apr
13
answered Why does transforming a Vector3 by a Quaternion result in reversed Z?
Apr
12
comment Why does transforming a Vector3 by a Quaternion result in reversed Z?
Transforming vector (1,0,0) by quaternion (w=0.6532815, x=-0.270598, y=0.270598, z=0.6532815) does resut in (0, 0.7071, -0.7071). Your “expected result” seems wrong to me.
Apr
12
comment Why does transforming a Vector3 by a Quaternion result in reversed Z?
You are not showing the actual values for the vectors and quaternions you are using and obtaining. This would help.