

If you want to think of a 3D scene as Y-up, you could create an Xform node, called root3D, under root, as shown in Example 3-2.

The effect is a continuous never-ending animation. In JavaFX, the cameras coordinate system is Y-down, which means X axis points to the right, Y axis is pointing down, Z axis is pointing away from the viewer or into the screen. So probably you should just normalize rotation axis (0.5f, 1.0f, 0.0f) by yourself. LWJGL-Utils Matrix4f class doesnt do this. Similarly, the color is updated for each frame. According to this source in GLM GitHub repository GLM does rotation axis normalization before constructing transformation matrix. Because this method is called in a loop, the angle variable will update, and thus set a new rotation matrix every time. opengl rotate object with mouse / Simple geometry viewer: Left mouse: rotate Middle mouse: zoom Right mouse: menu ESC to quit The function InitGeometry() initializes the geometry that will be displayed. In the example below, a rotation matrix is defined and set, followed by drawing of the words “Hello World”. For rotations, you use a unit quaternion, such that W2 + X2 + Y2 + Z2 1 The (X, Y, Z) portion of the quaternion can be considered a vector along the rotation axis. To lower the bar to entry, the ApplicationListener interface has the common methods, most important the render() method, which is automatically called in a loop. There are already good comprehensive tutorials out there, so this article will only present the “Hello World” example with a small animation.Īs opposed to basic OpenGL libraries, LibGDX and LWJGL offer a complete framework for creating a game, animations or interactions. The desktop variations use the Lightweight Java Game Library (LWJGL), with OpenGL support. It supports Windows, Gnu/Linux, Android, iOS, Mac, and web. LibGDX is a cross-platform Java game development library.
