Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


#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.


PARTNERS