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Old 22nd March 2005, 22:47   #230
Jaak
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Join Date: Jan 2003
Location: Estonia.
Posts: 851
Quote:
Originally posted by q-vis
Hi everyone!
The point is to compute the entries of a full rotation matrix in the per frame section (instead of per point rotation). Hope this works faster, haven't tried it yet.
Only 2 multiplications faster (per point) that "regular" rotation, but you have to remultiply all matrices if you want to change rotation order, with "regular" method you do not have to do this. Also, this code is much harder to eyeball.

as in "regular" rotation code i mean regular as in what avsers are using.

Phi = (1+sqrt(5))/2
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