Paul Martz wrote:
OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL,
in which object coordinate space is left-handed, but can easily be switched
to right-handed with a negative scale.
Errr, LEFT-handed? X to the right, Y up, negative Z axis away from the
viewer, right?
That's right-handed.
Paul
In my experience, most transformation confusion stems from not knowing
whether to pre- or post-multiply matrices or quats together. To be
completely honest, I find it's easier (for me, personally) to simply try it
both ways to determine which one produces the results I want, rather than
try to keep track in my head of which API works which way. It doesn't help
that OSG uses the opposite of the OpenGL API that it's built upon.
Hope that helps,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Mrs. Mister
Sent: Monday, June 09, 2008 2:14 PM
To: OpenSceneGraph Users
Subject: [osg-users] Coordinate Systems and Quaternions
hi,
i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.
in the cal3d faq i read:
"It should also be noted that Cal3D's math classes assume a
left-handed rotation system."
i have trouble with setting the quaternions from osg to the
cal3d model.
which coordinate system do osg::Quat use?
or, where can i read about the coordinate systems used in osg?
bye
henry
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