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#ActualAshaman73

Posted 19 February 2013 - 01:20 AM

You invert the camera orientation, but not the view matrix. The view matrix is already the inverted camera orientation, therefor you need to inverting it a second time. So , try just this

view = Matrix.RotationYawPitchRoll(Yaw, Pitch, 0);
view.TranslationVector = pos;

(invert*invert=identity)


#3Ashaman73

Posted 19 February 2013 - 01:18 AM

You invert the camera orientation, but not the view matrix. The view matrix is already the inverted camera orientation, therefor you need to inverting it a second time. So , try just this

view = Matrix.RotationYawPitchRoll(Yaw, Pitch, 0);
view.TranslationVector = pos;

(invert*invert=unity)


#2Ashaman73

Posted 19 February 2013 - 01:18 AM

You invert the camera orientation, but not the view matrix. The view matrix is already the inverted camera orientation, therefor you need to inverting it a second time. So , try just this

world = Matrix.RotationYawPitchRoll(Yaw, Pitch, 0);
world.TranslationVector = pos;

(invert*invert=unity)


#1Ashaman73

Posted 19 February 2013 - 01:15 AM

Do you calculate the camera view matrix the same way, without applying some corrections like turning the camera by 180 to use the right coord system etc. ?


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