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#Actualblueshogun96

Posted 27 March 2013 - 12:21 PM

Okay then, my next guess would be to change this (but after reverting the previous changes I suggested).

 

vec.Y = (2.0f * mouse.Y / (float)viewport.Height - 1);

 

Try removing the '-' and see if that works.

 

Also, sorry I didn't better explain what I was doing with the matrix suggestion.  13 is the column based matrix's location of the Y translation coordinate.  

 

| 1 0 0 X |
| 0 1 0 -Y |
| 0 0 1 Z |
| 0 0 0 1 |

 

I simply suggested you invert it.  I also had to do this to get my vertex projection code to work properly.

 

Hopefully, my suggestion helps a bit better this time.  Sorry for any confusion.

 

Shogun.

 

EDIT: This may or may not matter for you, but I had to invert the incoming Y coordinate and the Y component of the translation vector in my modelview matrix in order to fix the problem.


#1blueshogun96

Posted 27 March 2013 - 12:16 PM

Okay then, my next guess would be to change this (but after reverting the previous changes I suggested).

 

vec.Y = (2.0f * mouse.Y / (float)viewport.Height - 1);

 

Try removing the '-' and see if that works.

 

Also, sorry I didn't better explain what I was doing with the matrix suggestion.  13 is the column based matrix's location of the Y translation coordinate.  

 

| 1 0 0 X |
| 0 1 0 -Y |
| 0 0 1 Z |
| 0 0 0 1 |

 

I simply suggested you invert it.  I also had to do this to get my vertex projection code to work properly.

 

Hopefully, my suggestion helps a bit better this time.  Sorry for any confusion.

 

Shogun.


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