I study OpenGL ES 2.0. But I think it's more a C++ question rather then an OpenGL one.
I am stuck with the following rotation question: It is known, that rotation transformation can be applied using these equations (for simplicity suppose we rotating around (0, 0)):
But it seems that when I perform this rotation operation several times, the accuracy problem occures. I guess that the core of this problem is in uncertain results of
cos() function and floating point limitations. As a result I see that my rotating object is getting smaller and smaller and smaller. By the way I am using C++.
1.) What do you think: Is this issue really connected to the accuracy problem?
2.) If so, how can I handle this?