> Another place I got tripped up was that the math libraries do rotations
> in radians and OpenGL does it in degrees. No big deal, but had me
> scratching my head for a bit as I was looking for errors in the
> quaternion algorithms rather than the data I was passing into the
> quaternion routines a
On Mon, 2004-07-05 at 14:53, Henry Spencer wrote:
> On Mon, 5 Jul 2004, David Masten wrote:
> > The rotations are done using quaternions. I discovered that most of the
> > example code on the web and in a certain book has fatal flaws...
>
> Hmm, which book is that? (I'm not surprised about the we
On Mon, 5 Jul 2004, David Masten wrote:
> The rotations are done using quaternions. I discovered that most of the
> example code on the web and in a certain book has fatal flaws...
Hmm, which book is that? (I'm not surprised about the web...)
Woohoo! It works!
The "on screen" Gizmocopter rotates the same as the real Gizmocopter.
There was a few week delay since I was caught up in doing a whole bunch
of unrelated stuff, then trying to remember what all I had done and why
when I did get back to it.
I attached an 'idle' function to the