c++ Programming Glossary: axes
Quaternion - Rotate To http://stackoverflow.com/questions/13014973/quaternion-rotate-to and has the default alignment. I.e. the object's x y and z axes are aligned with the world's x y and z axes. This means that.. x y and z axes are aligned with the world's x y and z axes. This means that the orientation of the object relative to the..
Kd tree: data stored only in leaves vs stored in leaves and nodes http://stackoverflow.com/questions/14292585/kd-tree-data-stored-only-in-leaves-vs-stored-in-leaves-and-nodes of byte half the size of your dataset for storing the axes you used . Loading the tree is done by a specialized QuickSort...
1D or 2D array, what's faster? http://stackoverflow.com/questions/17259877/1d-or-2d-array-whats-faster what's faster I'm in need of representing a 2D field axes x y and I face a problem Should I use an 1D array or a 2D array..
Rotating an image in C/C++ http://stackoverflow.com/questions/2278414/rotating-an-image-in-c-c and t x and t y is the translation along the x and y axes respectively. You can get the source code here . Also OpenCV2.0..
2D Platformer Collision Problems With Both Axes http://stackoverflow.com/questions/2656943/2d-platformer-collision-problems-with-both-axes the horizontal axis. How can I handle collisions on both axes without having those problems Is there any better way to handle.. isn't passable It determines how far on the X and Y axes the player is overlapping the non passable tile Collision is..
Checking if two cubic Bézier curves intersect http://stackoverflow.com/questions/4039229/checking-if-two-cubic-bezier-curves-intersect B 0 to B 1 . It left me with two equations the X and the Y axes that according to my calculator are x 9t^3 9t^2 3t 2 y 9t^3..
Visualising 4D objects in OpenGL http://stackoverflow.com/questions/6988686/visualising-4d-objects-in-opengl in 4D space translation rotation along all 4 axes and uniform scaling . c c opengl share improve this question..
Using Quaternions for OpenGL Rotations http://stackoverflow.com/questions/9715776/using-quaternions-for-opengl-rotations I intend for the object to rotate around its local X Y Z axes at all times never around the global X Y Z axes. I've tried.. X Y Z axes at all times never around the global X Y Z axes. I've tried to implement a system of rotation using quaternions..
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