[sldev] VWR-1203 (cross eyes) not fixed

Richard Nelson richard at lindenlab.com
Wed Jun 27 16:59:40 PDT 2007


It uses the axis angle rotation representation:

http://en.wikipedia.org/wiki/Axis_angle


On Wed, 27 Jun 2007 16:50:00 -0700, Jason Giglio <gigstaggart at gmail.com> wrote:

> Richard Nelson wrote:
>> The zero rotation vergence was a bug.  Not sure when it was introduced, but probably a long time ago, early in Second Life's existence.
>
> Yeah, I assumed so.  I'm not good enough with rotations to actually fix
> the vergence code, and I figured that if it's been "broken" this long,
> people have come to expect the old behavior, and the safest thing to do
> for a minor point release hotfix is to just revert back to the old way
> (hence my patch).
>
> Since 1.18 is on the plate now, it may be a better time to actually make
> it work the way the original coder intended.
>
> If someone good with rotations can spare the time to explain, how can
> you have a version of SetQuat that takes a floating point angle and a
> Vector3 and come out with a single unambiguous answer?
>
> It seems to me that would only define a conic section, or if it were
> axis aligned, two possible orientations.
>
>
> -Jason
>




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