gl-matrix

Wrong Bone Rotation in Assimp

南笙酒味 提交于 2020-06-29 03:57:04
问题 Recently I am working on some way to transform a given bone (rotate by some angle ) using Assimp in visual Studio C++. I read at many sites procedure to do this and still I am not able to find error with multiple trials for matrix multiplication orders. What I'm doing is given a model I firstly find the perVertexBone data and then I find bone locations prior any transformation and then represent all vertices in Model using linear weight assignment with bones using perVertexBone data

2D zoom to point in webgl

北慕城南 提交于 2020-01-01 14:39:47
问题 I'm trying to create a 2D graph visualization using WebGL (regl, to be more specific). With my current implementation I can already see the force layout being applied to each node, which is good. The problem comes when I try to zoom with respect to the current mouse position. According to my research, to achieve this behavior, it is necessary to apply matrix transformations in the following order: translate(nodePosition, mousePosition) scale(scaleFactor) translate(nodePosition, -mousePosition

2D zoom to point in webgl

不想你离开。 提交于 2020-01-01 14:39:07
问题 I'm trying to create a 2D graph visualization using WebGL (regl, to be more specific). With my current implementation I can already see the force layout being applied to each node, which is good. The problem comes when I try to zoom with respect to the current mouse position. According to my research, to achieve this behavior, it is necessary to apply matrix transformations in the following order: translate(nodePosition, mousePosition) scale(scaleFactor) translate(nodePosition, -mousePosition