|
6D Freedom actual?
#120034
03/29/07 03:58
03/29/07 03:58
|
Joined: Mar 2006
Posts: 15 Kansas, USA
quantum69
OP
Newbie
|
OP
Newbie
Joined: Mar 2006
Posts: 15
Kansas, USA
|
Any plans to update the engine so that pan/tilt/roll is actually implemented? Performing the standard rotations Roll-Yaw-Pitch (or R-P-Y depending on which way you like) should rotate the relative axis. As it is now, no such rotation takes place.
Q
------------------------------------ Quantum Mechanic Better living at the subatomic level
|
|
|
Re: 6D Freedom actual?
[Re: tompo]
#120042
05/19/07 23:08
05/19/07 23:08
|
Joined: Mar 2006
Posts: 15 Kansas, USA
quantum69
OP
Newbie
|
OP
Newbie
Joined: Mar 2006
Posts: 15
Kansas, USA
|
I was talking about local axis rotation. As it is now, the pan/tilt/roll operate on the world axis. If you apply a roll then pan, the objects rotates around the world Z-axis, NOT the rotated local axis.
I've looked around in here and have seen some mention of using ang_rotate, but that's a deprecated function. If you have some quick code that handles it using the ang_add() I'd appreciate it.
------------------------------------ Quantum Mechanic Better living at the subatomic level
|
|
|
Re: 6D Freedom actual?
[Re: quantum69]
#120043
05/21/07 17:34
05/21/07 17:34
|
Joined: Mar 2006
Posts: 15 Kansas, USA
quantum69
OP
Newbie
|
OP
Newbie
Joined: Mar 2006
Posts: 15
Kansas, USA
|
Nevermind, I found it, took some digging in these forums. I did note a strange stuttering effect when using the ang_add() function. It's odd, because I wrote a far more complex rotation system using quaternions that doesn't cause any stuttering at all. However, the stuttering seems to smooth out when I hit F11 and bring up the developer info text (the FPS/MEM/NET stuff). When I turn off the F11 info, after a while, the stuttering returns. This is very peculiar behavior.
Any thoughts?
Last edited by quantum69; 05/21/07 17:35.
------------------------------------ Quantum Mechanic Better living at the subatomic level
|
|
|
|