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	<title>Comments on: 7. OpenGL Rotation and Translation (Version 2.0)</title>
	<atom:link href="http://www.swiftless.com/tutorials/opengl/rotation.html/feed" rel="self" type="application/rss+xml" />
	<link>http://www.swiftless.com/tutorials/opengl/rotation.html</link>
	<description>Game Programming and Computer Graphics Tutorials</description>
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	<item>
		<title>By: LWJGL help please</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-3923</link>
		<dc:creator>LWJGL help please</dc:creator>
		<pubDate>Tue, 27 Dec 2011 07:09:56 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-3923</guid>
		<description>[...] {ord=Math.random()*10000000000000000;}document.write(&#039;&#039;);         Try reading this: 7. OpenGL Rotation and Translation (Version 2.0) &#124; Swiftless Tutorials You need to really get your head around keeping track of rotations and translations.              [...]</description>
		<content:encoded><![CDATA[<p>[...] {ord=Math.random()*10000000000000000;}document.write(&#039;&#039;);         Try reading this: 7. OpenGL Rotation and Translation (Version 2.0) | Swiftless Tutorials You need to really get your head around keeping track of rotations and translations.              [...]</p>
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	<item>
		<title>By: TeXiCiTy</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-3411</link>
		<dc:creator>TeXiCiTy</dc:creator>
		<pubDate>Tue, 29 Nov 2011 19:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-3411</guid>
		<description>When using freeGLUT and GLEW I need to add glutPostRedisplay(); somewhere to make the mainloop actually loop and not freeze until there is a mouse click. Very strange but I had the same problem before when I first did this tutorial last year.</description>
		<content:encoded><![CDATA[<p>When using freeGLUT and GLEW I need to add glutPostRedisplay(); somewhere to make the mainloop actually loop and not freeze until there is a mouse click. Very strange but I had the same problem before when I first did this tutorial last year.</p>
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	</item>
	<item>
		<title>By: Garrison</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1998</link>
		<dc:creator>Garrison</dc:creator>
		<pubDate>Thu, 28 Jul 2011 21:28:06 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1998</guid>
		<description>Ahha, I figured it by myself, cuz the yRotationAngle I set was 0.005f as what ur code shows, but it seems too slow to be recognized. So i changed it to 1.0f, and it starts to rotate faster. But seems all other ppl are doing good in 0.005f. So is this because of my computer is too slow or something? I bought it 2 years ago, don&#039;t think it&#039;s older than ur tutorial :-) Anyway, everything runs well so far.
Great tutorial!</description>
		<content:encoded><![CDATA[<p>Ahha, I figured it by myself, cuz the yRotationAngle I set was 0.005f as what ur code shows, but it seems too slow to be recognized. So i changed it to 1.0f, and it starts to rotate faster. But seems all other ppl are doing good in 0.005f. So is this because of my computer is too slow or something? I bought it 2 years ago, don&#8217;t think it&#8217;s older than ur tutorial <img src='http://www.swiftless.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' />  Anyway, everything runs well so far.<br />
Great tutorial!</p>
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	</item>
	<item>
		<title>By: Garrison</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1997</link>
		<dc:creator>Garrison</dc:creator>
		<pubDate>Thu, 28 Jul 2011 21:21:20 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1997</guid>
		<description>hi, I just have exactly the same code, but the shape doens&#039;t do any rotation and translate. It seems the frame is automatically updating forever, so the shape is flashing( along with the display() &#039;s  updating ) . Can u explain this for me please?</description>
		<content:encoded><![CDATA[<p>hi, I just have exactly the same code, but the shape doens&#8217;t do any rotation and translate. It seems the frame is automatically updating forever, so the shape is flashing( along with the display() &#8216;s  updating ) . Can u explain this for me please?</p>
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	</item>
	<item>
		<title>By: zaqi</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1782</link>
		<dc:creator>zaqi</dc:creator>
		<pubDate>Thu, 16 Jun 2011 06:45:31 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1782</guid>
		<description>how to change the translation &amp; rotation?
so i can translation anywhere and rotatin any axis
example like the earth rotates around the sun
thanks before</description>
		<content:encoded><![CDATA[<p>how to change the translation &amp; rotation?<br />
so i can translation anywhere and rotatin any axis<br />
example like the earth rotates around the sun<br />
thanks before</p>
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	<item>
		<title>By: zaqi</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1781</link>
		<dc:creator>zaqi</dc:creator>
		<pubDate>Thu, 16 Jun 2011 04:32:13 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1781</guid>
		<description>How set the speed of translation?
because the translation for the example above is too fast
thanks b4</description>
		<content:encoded><![CDATA[<p>How set the speed of translation?<br />
because the translation for the example above is too fast<br />
thanks b4</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1604</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Sun, 17 Apr 2011 03:42:26 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1604</guid>
		<description>Hi Rahul,

While it is possible to work it out mathematically, I just did it by hand.

To work it out, you need the field of view, the near and far clipping planes and the z axis of the object. There is plenty of information online about perspective projections, especially in some ray tracer tutorials.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi Rahul,</p>
<p>While it is possible to work it out mathematically, I just did it by hand.</p>
<p>To work it out, you need the field of view, the near and far clipping planes and the z axis of the object. There is plenty of information online about perspective projections, especially in some ray tracer tutorials.</p>
<p>Cheers,<br />
Swiftless</p>
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	</item>
	<item>
		<title>By: Rahul</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1596</link>
		<dc:creator>Rahul</dc:creator>
		<pubDate>Sat, 09 Apr 2011 19:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1596</guid>
		<description>hi!! 
I&#039;m  beginner in Open Gl and your program helped a lot...
Can you pls explain how did u figure out the limit of y axis.. i.e why it has to be between -3 to 3.... How did u get this 3??
Thank you..</description>
		<content:encoded><![CDATA[<p>hi!!<br />
I&#8217;m  beginner in Open Gl and your program helped a lot&#8230;<br />
Can you pls explain how did u figure out the limit of y axis.. i.e why it has to be between -3 to 3&#8230;. How did u get this 3??<br />
Thank you..</p>
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	</item>
	<item>
		<title>By: oldnewbie</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1561</link>
		<dc:creator>oldnewbie</dc:creator>
		<pubDate>Sat, 12 Mar 2011 22:24:10 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1561</guid>
		<description>Hi.
Can you suggest a (preferably freeware) software to save opengl screen as video?Do these kind of softwares have a general name?</description>
		<content:encoded><![CDATA[<p>Hi.<br />
Can you suggest a (preferably freeware) software to save opengl screen as video?Do these kind of softwares have a general name?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Swiftless</title>
		<link>http://www.swiftless.com/tutorials/opengl/rotation.html/comment-page-1#comment-1325</link>
		<dc:creator>Swiftless</dc:creator>
		<pubDate>Thu, 16 Dec 2010 01:59:54 +0000</pubDate>
		<guid isPermaLink="false">http://swiftless.com/wordpress/?p=113#comment-1325</guid>
		<description>Hi MatMar,

While you have a valid point that the human brain won&#039;t notice a difference with framrates above approx. 24 fps, there is a subconscious interaction with the brain. I believe it was the movie Fight Club where a 25th frame was added every now and then with a picture of Bambi and people would suddenly burst into tears.

Films have actual blur recorded from fast movement of a camera, it&#039;s a natural effect just as chromatic abberation or depth of field. Which requires faking in a virtual scene.

However stating it is completely pointless to render above screen refresh rate is extremely misinformed. Maybe not from a rendering perspective unless you want extremely high quality motion blur that spans more than 60 frames, plus many rendering techniques require multiple passes. But definitely from an input and algorithmic point of view. Many algorithms can be optimized by spreading them over several frames, a clear example of this is sorting, where you sort a set of data over time and get a more accurate result each time. Sorting is a major issue in computer graphics, how else do you render translucent objects correctly? Or perform correct culling? The faster you do this, the more accurate the result each visible frame.

Then you have the input point of view, where compared to a 30fps scene, a games running at 60fps has twice the accuracy with a mouse. This point alone is a major factor in competitive gaming. Therefore if you are running at 120fps and your mouse input is linked to your rendering, you&#039;re going to get double the accuracy and responsiveness again. You can offload input to another thread or even another core, but you still have to sync the two and you will get higher responsiveness in your scene.

These are just two examples. Try to add in physics calculations, audio, artificial intelligence or anything else you need to put in your application, when you still need it to run at, at least 60fps.

Cheers,
Swiftless</description>
		<content:encoded><![CDATA[<p>Hi MatMar,</p>
<p>While you have a valid point that the human brain won&#8217;t notice a difference with framrates above approx. 24 fps, there is a subconscious interaction with the brain. I believe it was the movie Fight Club where a 25th frame was added every now and then with a picture of Bambi and people would suddenly burst into tears.</p>
<p>Films have actual blur recorded from fast movement of a camera, it&#8217;s a natural effect just as chromatic abberation or depth of field. Which requires faking in a virtual scene.</p>
<p>However stating it is completely pointless to render above screen refresh rate is extremely misinformed. Maybe not from a rendering perspective unless you want extremely high quality motion blur that spans more than 60 frames, plus many rendering techniques require multiple passes. But definitely from an input and algorithmic point of view. Many algorithms can be optimized by spreading them over several frames, a clear example of this is sorting, where you sort a set of data over time and get a more accurate result each time. Sorting is a major issue in computer graphics, how else do you render translucent objects correctly? Or perform correct culling? The faster you do this, the more accurate the result each visible frame.</p>
<p>Then you have the input point of view, where compared to a 30fps scene, a games running at 60fps has twice the accuracy with a mouse. This point alone is a major factor in competitive gaming. Therefore if you are running at 120fps and your mouse input is linked to your rendering, you&#8217;re going to get double the accuracy and responsiveness again. You can offload input to another thread or even another core, but you still have to sync the two and you will get higher responsiveness in your scene.</p>
<p>These are just two examples. Try to add in physics calculations, audio, artificial intelligence or anything else you need to put in your application, when you still need it to run at, at least 60fps.</p>
<p>Cheers,<br />
Swiftless</p>
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