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#Actualf12dude

Posted 25 March 2013 - 01:26 PM

I figured a solution to the problem by changing my view matrix, but I'm not sure if this is the correct way to go about this:

 

glm::lookAt(glm::vec3(0.0f,0.0f,-10.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

 

 

Changed to:

 

glm::lookAt(glm::vec3(0.0f,0.0f,10.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

#1f12dude

Posted 25 March 2013 - 01:26 PM

I figured a solution to the problem by changing my view matrix, but I'm not sure if this is the correct way to go about this:

 

glm::lookAt(glm::vec3(0.0f,0.0f,-10.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

 

 

Changed to:

 

glm::lookAt(glm::vec3(0.0f,0.0f,10.0f),glm::vec3(0.0f,0.0f,0.0f),glm::vec3(0.0f,1.0f,0.0f));

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