On 28-May-04, at 9:38 AM, Asher Dunn wrote:
Correct me if I'm wrong, but the Vector3D and Quaternion classes
require Quesa to work, right?
Not sure about Vector3D, but I'm pretty sure the Quaternion class
requires Quesa...
Because I'm trying to get away from Quesa with my OpenGL wrappers, I
am writing a clone of each of these classes.
Now I know some people have problems with Quesa's rendering and/or
scene management, but the math library is top-notch and can be used
independently of the scene graph. I wouldn't hesitate to use it as
is...
I have been able to work out or find the equations for everything
except Quaternion.Transform.
I did find something, but I can't make sense of it. "result = q * v *
q ^ -1"
How would I multiply a quaternion by a vector?
If you insist on duplicating Quesa's functions in RB, there's no better
reference than the actual source:
<http://cvs.sourceforge.net/viewcvs.py/quesa/quesa/Development/Source/
Core/System/E3Math.c?view=markup>
Personally I find C source easier to read than notation...
Frank.
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