[Papervision3D] Quaternions vs matrix
c4rl054321 at gmail.com
Tue Jan 16 12:13:35 EST 2007
Currently Papervision3D doesn't use matrix nor quaternion math.
Due to its humble beginning, a cheap and fast solution based on the cosine
law was chosen. At the time, Paper was Flash 7 and it seemed more than
enough for the purpose. Unfortunately this approach has a lot of limitations
and contrary to what I believed it actually requires more calculations.
As anyone with some math background might have noticed, Papervision had a
very weak math. Fortunately, for the next revision all the 3D code has been
rewritten to use 3x4 matrices. This will enable transformation hierarchy and
complex scene import.
I believe quaternions are slightly slower due to the increased number of
values. But they have two unique advantages, no gimbal lock and easier
rotation interpolation. So they probably come in at some point.
As jake said, all changes (particularly those that involve more advanced
technology) had to be very carefully evaluated so performance doesn't
On 16/01/07, Randy Howk <Randy.Howk at mtvnmix.com> wrote:
> I ran across this article doing research for my own 3d engine to make an
> interactive 3D UI. What are the benefits of using quaternion math vs
> Is there a reason why PV3d uses matrix and not quaternions? I am new to
> this so just looking for some guidance.
> Randy Howk
> randy.howk at mtvnmix.com
> Papervision3D mailing list
> Papervision3D at osflash.org
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