Implementation og ratation matrice

hi,

I spend two day tryng to anderstant how to implement ratational matrice. But i find out that there is 6 way to implement it depending of the multiplication of

XYZ
XZY
YXZ
YZX
ZXY
ZYX

So i am tired to try everything. The probleme if i use M = XYZ with X mouse around Y and Y mouse around X. I can manage but i have to inverse to make it work. But i can get the cemara position :slight_smile: :). The probleme is if i translate the rotational point every thing goes wrong. and when i rotate around Y X valus change for -X value.

So i am asking which one of the 6 possibilities should i use for opengl ES on android. By the way does android opengl ES convert matrice

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15  

            IN

0  1  2  3
4  5  6  7 
8  9  10 11
12 13 14 15

          or

0  4  8  12
1  5  9  13
2  6  10 14
3  7  11 15

When we use matrix.multiplyMM.

Thans a lot for answering.

regards
herve terrolle
3D System Information design

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