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converting world matrix to view matrix?

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i''m trying to attach a camera to an object that has a matrix defining its orientation in space. i use the inverse of that object''s world matrix as the view matrix, but the side effect here is that when i rotate the object there is a roll component being added to the view that shouldn''t be there. how do i fix this, or is there a better way to do it? i require 6 degrees of freedom so i''d like to avoid euler angles and gimble lock hell. i''ve also tried quaternions, but unless i''m doing something wrong they exhibited the same behavior, inverse yields annoying roll. PLEASE HELP!!

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