Rotating a Group of Vectors
Construct 4×4 transform matrix instead of Quaternions. Do not forget that OpenGL has column wise matrix so for double m[16]; is X axis vector in m[ 0],m[ 1],m[ 2] is Y axis vector in m[ 4],m[ 5],m[ 6] is Z axis vector in m[ 8],m[ 9],m[10] and position is in m[12],m[13],m[14] The LCS mean local … Read more