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mbruenjes

Spherical Camera useful?

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Is a spherical camera useful or are there better possibilities for a good looking camera system? Should i use those calculations with sin and cos to get the cartesian coordinates or could i use quaternions instead? [Edited by - mbruenjes on May 29, 2005 7:15:53 AM]

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A spherical camera is perfectly adequate if you want standard FPS-style movement, where there is no roll, but you can rotate about the world up axis and the local side axis.

For this sort of camera there is no need to use quaternions (that I know of). Even when implementing a 6dof free camera, quaternions are not necessary. If however at some point you find yourself needing to interpolate the camera's orientation, quaternions may become useful at that point.

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Thanks for your reply.

You´re right. I don´t need to roll the camera. I forgot that.

I try to use this for a First-Person- and a Third-Person-View.
In a Third-Person-View the camera moves along the surface and points into the sphere. In the First-Person-View it´s the other way round. The camera is the center of the sphere and points to different positions on the surface.

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