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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..