Re: [osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Gianni Ambrosio
Trajce Nikolov NICK wrote: > > if you swap the order of the matrix and the vector will you get the same > result? > Yes, same result but ... 1) that's pretty counterintuitive: why should I have to change the order to get the same result? And unfortunately I guess that's not documented. 2) if

Re: [osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Trajce Nikolov NICK
Hi, > osg::Vec3d localEyeOffset2 = rotationMatrix * eyeOffset; if you swap the order of the matrix and the vector will you get the same result? On Tue, Jan 24, 2017 at 11:25 AM, Gianni Ambrosio wrote: > Hi, > may be this is a newbie question but I would like to

[osg-users] different result rotating Vec3d for Quat or Matrixd

2017-01-24 Thread Gianni Ambrosio
Hi, may be this is a newbie question but I would like to understand the reason of this behaviour. I have to calculate the coordinate of a 3D point wrt a different coordinate reference. The new coordinate reference is simply rotated wrt the first one. I tried two different implementations with