Timeline for How to spin a 2D quad in place using only matrices?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Apr 4, 2016 at 16:01 | comment | added | HolyBlackCat | Normally you would call scale() after an object was moved to the origin. (It means, between your translate() calls.) Why do you use scale() as a first transformation? | |
| Apr 4, 2016 at 15:41 | comment | added | Vaillancourt♦ | Yes, it is. You have finer control on the order of operations, and you reduce the errors that would accumulate over time due to floating point calculations. | |
| Apr 4, 2016 at 15:37 | comment | added | 101010 | Is keeping everything in SQT format the best way to do Transformation matrices? (S: Scale, Q: Quaternion for Orientation, and T: Translation) | |
| Apr 4, 2016 at 14:36 | comment | added | Vaillancourt♦ | I don't think there is a way to achieve that. What is the reason why you would like to not store separate data for scale, rotation and translation, and recompute the transformation matrix every frame? | |
| Apr 4, 2016 at 14:34 | history | edited | 101010 | CC BY-SA 3.0 | updated to clarify question |
| Apr 4, 2016 at 13:56 | history | asked | 101010 | CC BY-SA 3.0 |