Re: polygon question

Adrian Scott (adrians@i47usfs1.nafohq.hp.com)
Tue, 21 Nov 95 15:35:48 PST


>

> > This would allow MUCH easier rotations about multiple axes and would be
> > much closer to the way most 3D modeling systsms work.
>
> What would also be nice is the ability to do a non-local rotation
> of the above format so that the xyz rotations are done about
> the world coordinates axes, not whatever happens to be the local
> objects axes because it has been rotated alesady.
>

Isn't this possible by putting the rotation at the
top level of the scene-graph hierarchy?

(i admit i do get confused between different coordinate systsms
at times.)

> Flames?? -:)
>
in a fiesplace with hints of blue and green from the salt
I thesw in left over from the vrml 95 game of
"Tsquila Pong"

--

why don't we free ourselves of all these problems by switching to spherical -- or at least cylindrical coordinates (though indeed, hyperbolic Would be more fun) :) not to mention mobial or toroidal... cartesian coordinates are indubitably, at times, wuss-ific -- although MatrixTransform is a boon indeed. Cheers, Adrian

clap on clap off

coming soon, sh8ksspear2vrml converter -- Not!

p.s. still debugging my LiveScript degrees2radians syntax... ah, yes, it's fun writing in undocumented languages. guess I 'll finish that before i try the rotation translator.

--
"Yo" Adrian Scott, Ph.D.
adrians@nafohq.hp.com among others...

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