You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I was looking at the code for the method setAxes (https://glmatrix.net/docs/quat.js.html#line716) and it initialize the mat3 as if the axes are not specified all together (so right would be the first 3 numbers of the matrix).
Seeing how mat4 handles them, it seems to me that right is made by [0] [1] and [2], and not [0] [3] and [6]
I'm not sure of this of course, but otherwise the way mat4 is handled is weird, having instead the translation in the last 4 digits
The text was updated successfully, but these errors were encountered:
Hello, i had same issue, i can't understand why my oriention is always wrong, i tried different orders for my vectors in hope to find the correct orientation for given vectors but i never found a way. I hope someone will make it clear.
I found another way to do same but without setAxes. From local to global = from no orientation to new orientation : we can use vectors without "substracting" previous orientation (since it's identity rotation) :
I was looking at the code for the method setAxes (https://glmatrix.net/docs/quat.js.html#line716) and it initialize the mat3 as if the axes are not specified all together (so right would be the first 3 numbers of the matrix).
Seeing how mat4 handles them, it seems to me that right is made by [0] [1] and [2], and not [0] [3] and [6]
I'm not sure of this of course, but otherwise the way mat4 is handled is weird, having instead the translation in the last 4 digits
The text was updated successfully, but these errors were encountered: