[ODE] Using ODE with DirectX

Nate W coding at natew.com
Wed Mar 19 12:34:01 2003


On Wed, 19 Mar 2003, Michal Bacik wrote:

> That's it - ODE uses transposed matrices, when compared to DirectX. So you
> have to swap their members along diagonal.
> I also noticed ODE uses quaternions with negated axis (or negated angle)
> compared to what I'm used to, but regarding quaternions, I think there's no
> standard in which direction the angle is measured. 

There is a de facto standard, that used by OpenGL (which predates DirectX
by years).  Microsoft however is not keen on following standards unless
they absolutely have to. :-)

-- 

Nate Waddoups
Redmond WA USA
http://www.natew.com