Lines Matching refs:rotation
34 rotation which is computed based on the current model view matrix
39 Primitives are first transformed by a rotation, depending on the
62 The axis of rotation or alignment, SPRITE_AXIS_SGIX, can be
86 However, once the projection matrix assumes rotation things
136 into the plane perpendicular to the rotation axis. Then the
144 A - sprite axis rotation matrix
145 R - sprite up vector/axis alignment rotation matrix
154 matrix (T) is constructed. Both A and R are rotation matrices generated
155 by computing an angle of rotation and the sprite axis (computing sine and
156 cosine of the rotation angle suffices for computing a rotation matrix).
160 The angle and axis of rotation parameters for generating rotation matrix
176 The rotation axis for computing the R matrix is the canonical up
177 vector. The angle of rotation is computed as follows:
210 obviously assumes no rotation elements. This is again to warrant the