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WildFire-

isometric engine

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well while i am learning matrice math and trig i figure...why not. so you can expect some screenshots perhaps...but first what is the correct gluLookAt(...) parameters for iso?

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Personally, I wouldn't use gluLookAt() for iso. Just set an orthographic projection (with glOrtho() ) for the projection matrix, then use a sequence of calls like glRotatef(VIEW_ANGLE,1,0,0); glRotatef(-45,0,1,0); glTranslatef(-x,-CAMERA_HEIGHT,-y); to position the camera with the modelview matrix. For a true isometric perspective, VIEW_ANGLE should be ~35 degrees, but since it's the wonderful-world-of-not-limited-to-isometric we're talking about here, it can be anything. Then lay your map out in the X/Z plane (Y is elevation in this camera setup) and render it, and you're money baby.

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