I've made a false assumption that you store camera orientation as a vector.
But if you store orientation as a quaternion, isn't it enough to create orientation from Euler angles, convert to matrix and send to OpenGL, without the multiplication?
I've made a false assumption that you store camera orientation as a vector.
But if you store orientation as a quaternion, isn't it enough to create orientation from Euler angles, convert to matrix and send to OpenGL, without the multiplication?
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