Are rotational transforms always around the origin? Can't you shift rotations to be around x2 e.g?
isalinas
@khoi: Maybe you could rotate then translate; depending on your transformation, a rotation and then a translation would be the same as rotating about a point different than the origin. I imagine it is all done relative to the origin to make the matrix multiplications easier/more uniform so that all transformation can be done in parallel by the GPU.
kbeache
what does the circle demonstrate in the last picture? rotation about a certain axis? or just rotation around the unit circle?
Are rotational transforms always around the origin? Can't you shift rotations to be around x2 e.g?
@khoi: Maybe you could rotate then translate; depending on your transformation, a rotation and then a translation would be the same as rotating about a point different than the origin. I imagine it is all done relative to the origin to make the matrix multiplications easier/more uniform so that all transformation can be done in parallel by the GPU.
what does the circle demonstrate in the last picture? rotation about a certain axis? or just rotation around the unit circle?