c++ - Why would my matrix rotations be going backwards in OpenGL -
I am using a float 4x4 matrix class which I made back in the day.
Now I have got into animation skinning.
But by debugging my skeleton, I realized that my condition is correct for the interpolation, but the rotation is going backwards, if the person was going ahead, the animation consultants tend to bend but those tilt On the rotation going on in the opposite direction.
I use IV calculations I did this earlier in DirectX, but am I doing something different between OpenGL and Direct X?
I just want a link for one article or just explain some big difference between an angle of rotation or just an indication of why my rotation is going in the opposite direction
I wonder if you are running in a problem, the fact is that the shader is looking for parameters, in opposition to that line head Column is key. To wit. You may need to move your matrix.
Another issue may be assigned to your location, OpenGL is the right hand, so the screen in screen is negative.
There is no other camera in OpenGL, but when you change your view, then you are converting your geometry into inversion.
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