a_position.x * u_rotation.y + a_position.y * u_rotation.x, a_position.y * u_rotation.y - a_position.x * u_rotation.x); // Add in the translation.
This post is a continuation of a series of posts about WebGL. The first started with fundamentals and the previous was about translating geometry. I'm going to admit right up front I have no idea if ...
Abstract: Rotation matrices are a convenient and intuitive way to describe algebraically the relative orientation of multiple cameras or of the same camera shooting from different points of view.
Abstract: This tutorial follows and completes a previous work concerning how to solve the factors of ambiguity intrinsic in the definition of rotation matrices, to describe the relative orientation of ...
Some results have been hidden because they may be inaccessible to you
Show inaccessible results