Hi, > As for the quaternion vs axis/angle, I had thought I HAD to translate > them originally (I found out later with more research that I just had > to use the more complicated matrix math rather than simple glrotate > and gltranslate calls if I didn't). I don't suppose you could direct > me to a tutorial or good description that will help a 3D rendering > newbie like me use the quaternions? If it really is better/faster, I > want to go that route rather than finding out later I should have.
Quaternions aren't faster (well ok nlerp can be) but they are better at least for interpolation, sice you are clearly reading keyframing data, thus I assumed that you will interpolate it sooner or later therefore transforming them to axis/angle looks a bit redundant (since usually rotation is interpolated with cubic quaternion interpolation aka. squad). If yor some basic info about quaternions you can check this old (very) flipcode FAQ: http://www.flipcode.com/documents/matrfaq.html (this is really basic so may be a bit too basic :)) After bit searching I also found this: www.itu.dk/people/erikdam/DOWNLOAD/98-5.pdf looks ok to me And of course if you have Foley, van Dam "CG: Principles And Practice" book. (It may be a bit outdated nowadays but still it's a CG bible) -- Bart 'arcone1' Janusz --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Beginners" group. To post to this group, send email to android-beginners@googlegroups.com To unsubscribe from this group, send email to android-beginners-unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-beginners?hl=en -~----------~----~----~----~------~----~------~--~---