Matrix Camera to World Coordinates

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9 comments, last by jakem3s90 19 years, 10 months ago
Yep! All I did was take the inverse of the 3x3 rotation portion of the matrix, and multiplied it by the translation row of the matrix, and VOILA, good to go. I stuck some collision detection in as well, and things are rolling smoothly.

It''ll work great for a flight sim / or anything that needs 6 DOF.


Thanks again!

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