## Skiing combines outdoor fun with knocking down tre
So last night I amazingly, accidently stumbled upon what was making my game not work in full screen mode (and windowed mode, for some people). What I'm doing is projecting the player's 3D position to 2D window coordinates, and getting the vector between the player and the cursor. Well, here's the culprit:
For some reason, whenever the cursor and the ship are at the *EXACT* same window coordinates in full screen mode (windowed for some people, too), my cross product gives me garbage. Now, I don't know how to fix it, but at least I know where to start looking.
I apologize for the boring post, just wanted to share my findings. Maybe one of my two readers will know of a solution I can start looking into.
Quote:
UpdatePosition2D();
ShipToCursor.x = input->GetCursor()->x - fPosition2D.x;
ShipToCursor.y = -(input->GetCursor()->y - fPosition2D.y);
ShipToCursor.z = 0;
Vec3f NewRight = ShipToCursor.cross(matrix.GetZ());
For some reason, whenever the cursor and the ship are at the *EXACT* same window coordinates in full screen mode (windowed for some people, too), my cross product gives me garbage. Now, I don't know how to fix it, but at least I know where to start looking.
I apologize for the boring post, just wanted to share my findings. Maybe one of my two readers will know of a solution I can start looking into.
Quote:
"Skiing combines outdoor fun with knocking down trees with your face."
- Dave Barry
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