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	Merge pull request #2767 from yuriks/quaternion-flip-comment
OpenGL: Update comment on AreQuaternionsOpposite with new information
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					 1 changed files with 11 additions and 8 deletions
				
			
		|  | @ -182,19 +182,22 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) { | |||
| RasterizerOpenGL::~RasterizerOpenGL() {} | ||||
| 
 | ||||
| /**
 | ||||
|  * This is a helper function to resolve an issue with opposite quaternions being interpolated by | ||||
|  * OpenGL. See below for a detailed description of this issue (yuriks): | ||||
|  * This is a helper function to resolve an issue when interpolating opposite quaternions. See below | ||||
|  * for a detailed description of this issue (yuriks): | ||||
|  * | ||||
|  * For any rotation, there are two quaternions Q, and -Q, that represent the same rotation. If you | ||||
|  * interpolate two quaternions that are opposite, instead of going from one rotation to another | ||||
|  * using the shortest path, you'll go around the longest path. You can test if two quaternions are | ||||
|  * opposite by checking if Dot(Q1, W2) < 0. In that case, you can flip either of them, therefore | ||||
|  * making Dot(-Q1, W2) positive. | ||||
|  * opposite by checking if Dot(Q1, Q2) < 0. In that case, you can flip either of them, therefore | ||||
|  * making Dot(Q1, -Q2) positive. | ||||
|  * | ||||
|  * NOTE: This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This | ||||
|  * should be correct for nearly all cases, however a more correct implementation (but less trivial | ||||
|  * and perhaps unnecessary) would be to handle this per-fragment, by interpolating the quaternions | ||||
|  * manually using two Lerps, and doing this correction before each Lerp. | ||||
|  * This solution corrects this issue per-vertex before passing the quaternions to OpenGL. This is | ||||
|  * correct for most cases but can still rotate around the long way sometimes. An implementation | ||||
|  * which did `lerp(lerp(Q1, Q2), Q3)` (with proper weighting), applying the dot product check | ||||
|  * between each step would work for those cases at the cost of being more complex to implement. | ||||
|  * | ||||
|  * Fortunately however, the 3DS hardware happens to also use this exact same logic to work around | ||||
|  * these issues, making this basic implementation actually more accurate to the hardware. | ||||
|  */ | ||||
| static bool AreQuaternionsOpposite(Math::Vec4<Pica::float24> qa, Math::Vec4<Pica::float24> qb) { | ||||
|     Math::Vec4f a{qa.x.ToFloat32(), qa.y.ToFloat32(), qa.z.ToFloat32(), qa.w.ToFloat32()}; | ||||
|  |  | |||
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