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For graphics rendering Euler equation doesnt matter. Colours are 0.0-1.0 and have no relation to reality, but it works. Same with rotations (if we’re not using
by smallstepforman 1mo ago
For graphics rendering Euler equation doesnt matter. Colours are 0.0-1.0 and have no relation to reality, but it works. Same with rotations (if we’re not using Quaternikns)
- wyager 1mo ago> For graphics rendering Euler equation doesnt matter. Huh?? "Euler angles" are one of the most popular representations in computer graphics! The only other good alternative is quaternions, where as you say this also matters!
- ErroneousBosh 1mo agoYes, but do you really need to scale all your values to make the rotation amount fit into a sin() call, only to have to scale them back again when you're done? I think what they're getting at is "why are we scaling everything so one full turn is sin(6.28ish) when we can just say sin(1)?" You could easily try it out by defining a function that replaces sin(), cos(), and tan() with their "turn" equivalents, and seeing how you get on.
- tempfile 1mo agoEuler angles have nothing to do with e^ix = cos x + i sin x. They are a completely different concept.