Hi Renan,

Understanding Quat's components really requires an understanding of
Quaternions, for this you'd be best doing a search on the web of math,
computer graphics math intros into Quaternions.

Robert.

On Jan 7, 2008 9:06 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Hi, everyone.
>
>      I've got a simple question that I'm sure everyone will be able to
> answer. When I have a matrix and use it in matrix.decompose (osg::Vec3
> &translation, osg::Quat &rotation, osg::Vec3 &scale, osg::Quat &so), my
> second argument will be filled with numbers that are supposed to represent
> the rotation. But what exactly these four numbers relate to the rotation
> matrix? More specifically, how do they relate to the arguments of the
> constructor osg::Quat(angle1, &axis1, angle2, &axis2, angle3, &axis3).
>
>                  Thanks,
>
>                      Renan M Z Mendes
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to