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 :). 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