If I want to rotate my object in 3 dimensions x, y and z, it will not rotate correctly because ot these world axis shifts after previous rotations. I know why it is not working like I want, my question is, is there any algorithm which can calculate render rotations based on object rotation values? I tried to implement it by myself of course, but I realized it is not just simple, because for example when I want to calculate Z true rotation value, I need final X rotation value which depends on Z rotation too. So if someone found the algorithm to that I would be very grateful for saving a lot of time I believe.
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Your questions seems like it might be better suited for Stack Overflow or Computer Graphics. – sharding4 Jun 05 '17 at 18:23
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Stack Overflow could give you a good functional example.... – Brethlosze Jun 05 '17 at 18:24
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I posted it on SO earlier and they told me to move this thread here so... – ramad7 Jun 05 '17 at 18:29