Time for action — exploring rotations: world space versus camera space

  1. Open ch4_ModelView_Rotation.html in your HTML5 browser:
    Time for action — exploring rotations: world space versus camera space
  2. Just like in the previous example, we will see:
    • A cone at the origin of the world
    • The camera is located at [0,2,50] in world coordinates
    • Three sliders that will allows us to rotate either the world or the camera
    • Also, we have a matrix where we can see the result of different rotations
  3. Let's see what happens to the axis after we apply a rotation. With the World coordinates button selected, rotate the world 90 degrees around the x-axis. What does the Model-View matrix look like?
  4. Let's see where the axes end up after a 90 degree rotation ...

Get WebGL Beginner's Guide now with O’Reilly online learning.

O’Reilly members experience live online training, plus books, videos, and digital content from 200+ publishers.