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 ...