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whats your up vector?

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this should be some kind of poll :) how do you usually set up the up-vector of your camera? y-axis? <0,1,0> z-axis? <0,0,1> or even x-axis? <1,0,0> personally i like y, but since 3ds max is kind of a standard for game models and it uses z, i consider changing.

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Y. If I'm dealing with meshes from a different coordinate system, I just rotate them. Here's a matrix that swaps a mesh's Y and Z axis:


1 0 0 0
0 0 1 0
0 1 0 0
0 0 0 1

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Y, all the way. I don't know why, but it just feels most natural. Probably because in 2D, y is up and down on my monitor, so I want to keep that assossiation with 3D.

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- Z-up feels more natural for me. I see the up coordinate to be an extension to the x,y 2d space.

In a 3d-world, it feels simpler to define a location of something as x,y-coordinate pair than x,z.

About the screen space correlating to the 3d space, I get most annoyed in 3d modelling programs such as AutoCAD when they change the z-axis to be y-axis.

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I like Y+ as up and Z+ as depth.
Coming from a 2D background the x controls left and right, and Y controls up and down. Then Z would naturally add depth and make things 3D.

If you started doing 3D by looking at 3D software like 3D Studio Max you'd probably like Z+ as up more :)

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Quote:
Original post by NickGravelyn
I can't see why you'd use Z.


Terrains, x,y -> latitutude, longitude (heightmap indices, x,y are 'natura' loop itors)
z-> altitude

Z is also the direction the OpenGL camera looks through, and if you're looking down on a terrain from a birds eye view, then....




The point is moot, my game's a Descent Clone, there is no up or down. And I use a freecamera that uses direct orientation matrices so I don't care about x,y,z rotation direction reference...

and my physics code is all Vector/Matrix encapsulated, so i don't care what direction the textbooks use as up or down; I don't deal with anything that low level...

So Yeah, 'up' is pretty meaningless

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