Timeline for How do I create a view matrix directly from a quaternion and a position vector?
Current License: CC BY-SA 3.0
18 events
| when toggle format | what | by | license | comment | |
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| Jan 3, 2023 at 15:48 | answer | added | DMGregory♦ | timeline score: 1 | |
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| May 3, 2020 at 3:00 | history | tweeted | twitter.com/StackGameDev/status/1256780752164962306 | ||
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| Feb 15, 2020 at 23:50 | answer | added | Bram | timeline score: 0 | |
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| Oct 18, 2019 at 23:01 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
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| May 21, 2019 at 21:52 | answer | added | Mich | timeline score: 0 | |
| Feb 1, 2015 at 6:10 | comment | added | Seth Battin | Since I would first have to mentally parse it in order to write a complete answer, I'll just note that Wikpedia has section for this entitled Quaternion-derived Rotation Matrix, which you could use to create the rotation component of a view matrix. The translation would have to applied separately, because the quaternions rotate vectors around an assumed origin. | |
| Feb 1, 2015 at 5:58 | history | asked | 101010 | CC BY-SA 3.0 |