I am following the book: 3d Math Primer for Graphics and Game Development. I understand that to rotate a vector, you have to construct a matrix with rows (or columns) made of the new basis vectors and multiply the matrix with the vector intended for rotation. It is also intuitive that rotating a vector by x degree is similar to rotating the basis by -x degree. But when I create a matrix of the basis rotated by -x degree, and multiply it to the vector, I get something different from the result of rotating the object. Why does this happen?
2026-02-22 19:33:11.1771788791
Linear algebra: what is the purpose of passive transformation matrix?
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