hi,

a good book that deals with computer graphics in 3D, written for newbies in
3D mathematics, is
"Computer Graphics for Java Programmers" from Leen Ammeraal, published by
John Whiley & Sons.
More about that: http://home.wxs.nl/~ammeraal/

Gernot
[EMAIL PROTECTED]
http://www.janet.de

> -----Original Message-----
> From: Matthew Warren [mailto:[EMAIL PROTECTED]]
> Sent: Monday, October 18, 1999 4:50 PM
> To: [EMAIL PROTECTED]
> Subject: [JAVA3D] Vector and Quaternion MAths
>
>
> Hello,
>
> I have written a class to rotate an object around the world x
> and z axes,
> and accelerat/deccelerate along its Z axis, using a keyListener to get
> input.
>
> This has been quite complex for me, as I knew no vector or
> matrix maths, and
> the resulting code for rotating the axes and the ship and the
> accel/decel
> axis vectors is a bit of a mess and not quite right yet, with
> axiangle4f's
> and vectors and point3f's all over the place :)
>
>
> There must be an elegant well explained solution to this
> somewhere.... if
> anyone can point me in the right direction it would save me a
> lot of time :)
>
> Also, does anyone know of any books / good well explained net
> resources that
> can help me learn about the Maths behind all this? whats a
> vector cross
> product? etc.. etc.. but nothing too technical! (I dont want
> lines and lines
> of integrals and other funny squiggles!), something aimed
> squarely at 3D
> manipulations and along the lines of, to do A, you need to compute B.
>
>
>
> Thanks in advance,
>
> Matthew Warren.
> IBM ADSM Support Mainz,
> (SCS Ltd)
>
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