[ODE] FW: Quick dQuaternion question
auro.ghosh at gmail.com
Mon Jun 12 03:19:49 MST 2006
can u plz explain the "Handedness neutral" bit? How can ODE be handedness
neutral - how can it even guess the handedness in the first place. Besides
quaternions in themselves have no handedness - that comes into play only
when u do a quat -> matrix conversion or the reverse. And looking at the ODE
code (quat -> matrix conversion) I'd say that ODE is very much right-handed
while DirectX is left-handed (OpenGL again is right handed).
On 6/5/06, Jon Watte (ODE) <hplus-ode at mindcontrol.org> wrote:
> No, you should not. You only need to change the order. ODE is
> "handedness neutral" -- if you put in left-handed coordinates and data,
> you will get out left-handed coordinates and data.
> / h+
> justinleung at imagi.com.hk wrote:
> > >From my expriement to integrate quaternion in ODE to DirectX, beside
> the order
> > of W X Y Z, i need to invert the sign of X Y Z (i.e. -X, -Y and -Z) for
> > result. Is it normal?
> > Justin
> ODE mailing list
> ODE at q12.org
- Aurobrata Ghosh -
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