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ravenisadesk
  • Member for 6 years
  • Last seen more than 4 years ago
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Euler angle and Quaternion conversion become weird when yaw is bigger than 90 degrees
Hi @DMGregory, I paste my code in the question, I'm glad you can help, and you suggestion about a ground truth Euler angles works in my case, by the way.
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Euler angle and Quaternion conversion become weird when yaw is bigger than 90 degrees
Hi @DMGregory, I'v read your link carefully but still get confused, if {0, 90, 0} and {180, 0, 180 } represent the same rotation, why my camera do not rotate correctly? Does this has anything to do with the quaternion conversion? Since my camera's rotation is represented by a quaternion inside?
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glsl wrong light direction
thanks so much, I will investigate'
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glsl wrong light direction
Hi, I think you find the root case, but I'm confused, since when translating vertices, we add w to 1.0, but when translating normals, we set w to 0, why?
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What is the point of update independent rendering in a game loop?
Hi @DMGregory, what is the use of 120 fps if the device only have a 60Hz refresh rate? Do they add two updates together to make a "blur" like a frame in a film?
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In practice, is it better to store Euler angles or store three vectors represent as "front/right/up"?
Hi, in my shader all the vertices' final position is calculate by matrices, so can a Quaternion interact with a point directly and get the final position, or I need to change a Quaternion back to a rotation matix?