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ravenisadesk
  • Member for 6 years
  • Last seen more than 4 years ago
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In practice, is it better to store Euler angles or store three vectors represent as "front/right/up"?
Transform from position to position, or scaling object's size is easy, but when it comes to rotation, I'm not quite able to handle it, any tutorials about this?
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In practice, is it better to store Euler angles or store three vectors represent as "front/right/up"?
@DMGregory, I pasted my structure, according to you comment, my structure seems wrong. Can you show me some example of data structures on representing a "transform"?
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In practice, is it better to store Euler angles or store three vectors represent as "front/right/up"?
@TomTsagk, I add some explaination. Since I'm new to graphics, if you don't understand, can you just illustrate what data structure to use to represent a "transform"?
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Differences between Unity/UE shaders and Opengl Shaders
That's very nice. I'm good at writing compilers, currently my plan is to write a parser to change a graph/custom code to the actual GLSL code. I'll come back if I get troubles. Thanks again for your help.
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Differences between Unity/UE shaders and Opengl Shaders
Thanks so much, I seem to understand a bit.
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Differences between Unity/UE shaders and Opengl Shaders
Hi, correct if I'm wrong: though a programmer(code) or a designer(graph tools) create shaders, but the final shader is still manipulated by the editor to make sure all is well, right? That's why even though I didn't do the coordinate transformation in the shader, the coordinate system still works fine?
revised
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