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Am 2/23/20 10:16 PM, also sprach Bald Eagle:
> Dick Balaska <dic### [at] buckosoftcom> wrote:
>
>> I don't know what I'm doing wrong.
>
> I can't really see it either, but maybe just do a simple scene with spheres
> ...
> and see if anything jumps out.
>
Ugh. What jumps out is ... I told a half truth. When I perform the
calcs in actual SDL it works as expected. When I do it in my c++
library, that I ported from my Java library, that I ripped from the
POV-Ray source (core/math/matrix.cpp), that I've used for years, I get
the wrong answer.
Comparing the logic flow of my
void Vector::rotateDegrees(const Vector& rot){}
with POV-Ray's
void Compute_Rotation_Transform (TRANSFORM *transform, const Vector3d&
vector)
I see a matrix multiplication difference (there are two different
multiplies and I used one).
I can't believe I never saw this before.
--
dik
Rendered 49,882,521,600 of 49,882,521,600 pixels (100%)
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