Name: Anonymous 2009-01-21 20:04
Hi /prog/,
Im trying to create a simple D3D illustration of the disadvantages of using euler angle interpolation.
Im using the "Tut06_Meshes" example in the SDK as a base. Problem is, Im a bit stumped on how to perform the actual interpolation.
I have,
D3DXMATRIXA16 endMatrix;
D3DXMATRIXA16 inter;
//start matrix for the interpolation, its the identity matrix
D3DXMATRIXA16 startMatrix;
D3DXMatrixIdentity(&startMatrix);
D3DXMatrixRotationYawPitchRoll(&endMatrix, 1.5), 2, -3);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &endMatrix );
What I want to do is interpolate between the identity matrix "startMatrix" and the "endMatrix" which has the euler angles.
Hopefully someone has some experience with this sort of thing, because I dont.
Im trying to create a simple D3D illustration of the disadvantages of using euler angle interpolation.
Im using the "Tut06_Meshes" example in the SDK as a base. Problem is, Im a bit stumped on how to perform the actual interpolation.
I have,
D3DXMATRIXA16 endMatrix;
D3DXMATRIXA16 inter;
//start matrix for the interpolation, its the identity matrix
D3DXMATRIXA16 startMatrix;
D3DXMatrixIdentity(&startMatrix);
D3DXMatrixRotationYawPitchRoll(&endMatrix, 1.5), 2, -3);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &endMatrix );
What I want to do is interpolate between the identity matrix "startMatrix" and the "endMatrix" which has the euler angles.
Hopefully someone has some experience with this sort of thing, because I dont.