Timeline for Rotate camera with quaternion around axis going through the origin
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 5, 2015 at 12:50 | vote | accept | Itsbananas | ||
| Dec 5, 2015 at 6:08 | comment | added | DMGregory♦ | This is the kind of question where a video or animated gif of what you're seeing would be invaluable for diagnosing the issue. Code helps too, of course. | |
| Dec 5, 2015 at 5:39 | answer | added | Stephane Hockenhull | timeline score: 0 | |
| Dec 5, 2015 at 2:35 | comment | added | Draco18s no longer trusts SE | Yes, the y-axis. I had a brain fart over what to call it. | |
| Dec 4, 2015 at 22:56 | comment | added | Itsbananas | When you say "global up" I think you mean the y-axis of the world frame. I do rotate it too. I also rotate the camera position vector ( which is the camera position point - lookAt, but since lookAt is always the world origin, the vector position has the same coordinate as the position point of the camera). All the coordinates are related to the world frame. | |
| Dec 4, 2015 at 22:20 | comment | added | Draco18s no longer trusts SE | I suspect the camera is being rotated (that is, its Up no longer matches the global Up) rather than being orbited around the axis in question and maintaining its facing. | |
| Dec 4, 2015 at 20:59 | history | edited | Itsbananas | CC BY-SA 3.0 | added 23 characters in body |
| Dec 4, 2015 at 20:40 | comment | added | Itsbananas | I've just tried putting the up vector colinear to the rotation axis which is maybe more realistic but I still get a similir strange result. | |
| Dec 3, 2015 at 23:45 | review | First posts | |||
| Dec 4, 2015 at 2:04 | |||||
| Dec 3, 2015 at 23:41 | history | asked | Itsbananas | CC BY-SA 3.0 |