I have a background using a sphere with inward normals and a texture.
I am noticing that the center of my view of the background shows
where the edges of the texture image meet, while I'd rather be
looking at the center of the image instead. I cannot simply rotate
the view because I am rendering o
- Original Message -
From: "Fred Klingener" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 09, 2002 3:13 PM
Subject: Re: [JAVA3D] Rotations
> > >1. Points are P1 and P2
> > >2. length of cylinder L = |P2 - P1|
> > >3. d
- Original Message -
From: "Bob Dengle" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, March 09, 2002 2:04 PM
Subject: Re: [JAVA3D] Rotations
> Hi
> When you use this method to construct the axisangle with two arbitrary
> vectors, I'
sure there is a
more efficient way to do it.
Thanks
-Bob Dengle
>From: Fred Klingener <[EMAIL PROTECTED]>
>Reply-To: Fred Klingener <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Rotations
>Date: Tue, 5 Mar 2002 09:44:46 -0500
>
>From: Asaf Dafn
From: Asaf Dafner
Sent: Tuesday, March 05, 2002 2:11 AM
> More specifically about rotations (or is it the math that i'm missing?):
> I want to position a cylinder by using a function that receives two
(x,y,z) points,
> (so the cylinder is like a line stretching between these points).
> Can anyone
]]
Sent: Tuesday, March 05, 2002 2:12 AM
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] Rotations
More specifically about rotations (or is it the math that i'm missing?):
I want to position a cylinder by using a function that receives two
(x,y,z) points, (so the cylinder is like a line stret
More specifically about rotations (or is it the math that i'm missing?):
I want to position a cylinder by using a function that receives two
(x,y,z) points, (so the cylinder is like a line stretching between these
points).
Can anyone please provide some pointers/link/source extracts that would
he
; To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Rotations
>
>
> Hi all,
>I am rotating an object on the screen. It seems
> to be rotating in a circular path, instead of rotating
> on its own axis.
>
> In OpenGl, we can correct it by translating the object
> to th
I think that is a design problem, try to create the object that you
want rotate in the origin of coordinates. For example if you want to
create a triangle that can rotate in is own center you must define this
coordinates:
{[0,3,0], [-3,-3,0], [3,-3,0]}
If you have created your object with a ed
JeeGS> Hello...I am trying to obtain the same infomation as you are trying .Can I get the same source code that you obtain?
Thanks a lot...
> Hi all,
>I am rotating an object on the screen. It seems
> to be rotating in a circular path, instead of rotating
> on its own axis.
>
> I
Hi all,
I am rotating an object on the screen. It seems
to be rotating in a circular path, instead of rotating
on its own axis.
In OpenGl, we can correct it by translating the object
to the origin and then apply transformations, and
again retranslate the object to its original place.
Is t
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