This is a blog post by site administrator Ray Wenderlich, an independent software developer and gamer. In this tutorial, you will learn how to rotate a 3D object with touches on iOS with OpenGL ES 2.0 and GLKit. We’ll start out simple and show you how y
These quaternion math functions are affected: • quatconj • quatdivide • quatexp • quatinterp • quatinv • quatlog • quatmod • quatmultiply • quatnorm • quatnormalize • quatpower • quatrotate juliandate and mjuliandate functions accept decimal values The juliandate ...
You can generalize this to any framerate with the concept of delta time or “dt”. To calculate delta time invert frames per second: dt = 1/fps and you have the amount of time per-frame in seconds. Next, multiply velocity by delta time and you have the change in position per-frame....
IOW, the magnitudes of the two complex numbers multiply to make the magnitude of the product, and the angles of the two complex numbers add to make the angle of the product. Note that could also be written as , and similar for . What I'm calling the "angle" is also called the ...
2) Is single data floating point math faster than SIMD (if I understood you)? Typically SIMD will be faster than single data instructions if your data is laid out in a way that supports the SIMD calls. In all cases, the only way for you to know for certain which way is fast...
2) Is single data floating point math faster than SIMD (if I understood you)? Typically SIMD will be faster than single data instructions if your data is laid out in a way that supports the SIMD calls. In all cases, the only way for you to know for certain which way is f...
2) Is single data floating point math faster than SIMD (if I understood you)? Typically SIMD will be faster than single data instructions if your data is laid out in a way that supports the SIMD calls. In all cases, the only way for you to know for certain which way i...
And about quaternions, all people say it's wonderful tool for make rotation, but we need always sin and cos function right ? So I don't get it what is real faster. Is it true is just an unroll of 3D matrix rotation, cause it make less operation for doing the same thin...