I gave the link in a previous post:
Just in case, the link is: http://www.gamedev.net/reference/art...article415.aspNow, I have to setup a base matrix for translation, rotation, and scale then use that * the current matrix to perform translations, rotation, and scaling within 3D space. According to one article I found (http://www.gamedev.net/reference/art...article415.asp) those matrix should be:
Looks like your using row based instead of column based matrices since your x, y, z are running vertical (if I'm reading properly through the plethora of articles).
Looking specifically at his rotation matrices he refers to q, and so do many many others (just as an example, hit just about any of the articles on GameDev about Matrix Math and Rotations http://www.gamedev.net/reference/lis...categoryid=259). So, my basic question is, what is q?
- Jeremy
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