Thanks in advance,
Rui Maciel
According to Wikipedia, you start with an x rotation of
arcsin( tan(30deg) ) followed by a y rotation of 45 deg (or a z
rotation, depending on which is vertical).
http://en.wikipedia.org/wiki/Isometric_projection#Mathematics
> According to Wikipedia, you start with an x rotation of
> arcsin( tan(30deg) ) followed by a y rotation of 45 deg (or a z
> rotation, depending on which is vertical).
>
> http://en.wikipedia.org/wiki/Isometric_projection#Mathematics
But surely it's possible to get the same transformation with a single rotation around a specific
axis.
As this must be a somewhat frequent task, does anyone have this info?
Rui Maciel
Why not just calculate the eigenvectorvof the composedvrotation matrix
like given above? This gives you the axis.
Wolfgang
You can just use the 3x3 matrix given in the wikipedia article.
--
Andy V
Not necessarily that's why quaternions have four
values, not three :-)
Quaternions that represent rotations are unit-length 4-tuples, so there are
only 3 degrees of freedom. The quaternion q and -q represent the same
rotation.
And it is possible to get the same transformation, as requested, and as
others have pointed out.
--
Dave Eberly
http://www.geometrictools.com
For this transformation, yes because there's no "twist".
OTOH it's a micro-optimization which doesn't gain
much but makes the code less comprehensible.
I wouldn't do it.
--
<\___/>
/ O O \
\_____/ FTB.
> But surely it's possible to get the same transformation with a single
> rotation around a specific axis.
>
> As this must be a somewhat frequent task, does anyone have this info?
This looks about right:
glRotatef(56.600269334224741,
0.5902844985873289,
0.76927373575385605,
-0.24450384497347222)