whats your up vector?
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.
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 00 0 1 00 1 0 00 0 0 1
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.
- 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.
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.
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 :)
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 :)
Y-axis is always up for me. I can't see why you'd use Z. All math and physics use Y as the up axis (at least that I've seen so far) so why change it?
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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