 by jedalbe
Published: 14 janvier 2023 (2 semaines ago)
Category

Mp3 Kirmes Jingles Kostenlos Dow

Mp3 Kirmes Jingles Kostenlos Dow

A:

« sourced » => »

There’s no reason to pass this in as a string and just append it to your query, its already part of the query.
\$coll->update(array(‘_id’ => \$id));

Q:

Why does glRotatef(10, 0, 1.0, 0) set the Z-Axis of the matrix to 1.0 when I expect that it set the the Z-Axis to 10?

So I am translating an object in openGL and in order to compensate for changes in the Earth’s rotational speed, I multiply the Z-Axis of the matrix by 10 to get a 10% increase in the projection (by visual inspection). This worked. However, when I want to rotate the object, I use glRotatef(10, 0, 1.0, 0). When this occurs, the Z-Axis of the matrix becomes 1.0. After this, the translation works fine, but only if the line is coming out of the surface of a sphere and is travelling around the sphere counter-clockwise (while using the positive values for the x and y axis). This makes no sense to me because this type of rotation is not the same as the rotation that I do to keep the Earth in perspective and rotate the object in an effort to compensate for the Earth’s rotation.
Any help is appreciated. Thanks in advance!

A:

This is a common mistake:
You have to perform matrix multiplication with the current model-view-projection matrix, NOT with a hard-coded matrix with some scaling applied, which would be a linear scaling or even a rotation by -10 degrees.
So you have to perform
v = a * m * v + b * v

with a matrix from glRotatef(x, 0, 1.0, 0) and b = 1.0, m = M, and v being your model matrix.
See for example glRotate for what I mean:
double rotatetorust(double deg, double x, double y, double z){
double xaxis, yaxis;

xaxis =

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