glRotate vs. glMultMatrix
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hi,
at the moment i am working with motion capturing files (.asf/.amc).
i have some problems with my matrices. they aren't working correct. i have stored my matrices in arrays like this: float m[16].
my rotation matrix around z looks then like this:
double v=(90/180)*pi;
double w=(90/180)*pi;rz[0]=cos(w); rz[4]=(-sin(w)); rz[8]=0; rz[12]=0;
rz[1]=sin(w); rz[5]=cos(w); rz[9]=0; rz[13]=0;
rz[2]=0; rz[6]=0; rz[10]=1; rz[14]=0;
rz[3]=0; rz[7]=0; rz[11]=0; rz[15]=1;then i took this matrix and put it on the stack.
glMatrixMode(GL_MODELVIEW); //Modelviewmatrix
glLoadIdentity();
glPushMatrix();
glMultMatrixf(rz);
glPopMatrix();actually my object has to rotate 90 deg around z but it doesn't. what am i doing wrong?
when i use glRotatef(90.0,0.0,0.0,1.0); everything works out fine. but i need to work with the other matrices. i need to get my transformation matrix with glMultMatrix();
has someone experiences with that? i would be very pleased!
thx.