glLookAt or trasnlate/rotate view/model?
OK a quick OPGL question. As far as moving through a 3d world
for FPS type game what is the best approach?
1.) glLookAt
2.) translate/rotate the view
3.) translate/rotate the world around the view?
What is your opinion and why?
Thanks up front,
.Aman.
they all basically achieve the same thing thus choose the one u feel most comfortable with
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Thanks,
Let me ask this then...which produces
the best frame rates? If all in all they
are equal then glLookAt would be the easiest
to manipulate.
Thanks again,
.Aman.
Let me ask this then...which produces
the best frame rates? If all in all they
are equal then glLookAt would be the easiest
to manipulate.
Thanks again,
.Aman.
what I would do (and did) was make a c++ camera class. have two vectors in the class that would store the camera position and the point that your tracking (possibly the position of the main character, or object) and every time you draw a frame call the SetCameraPosition() function and have it use the glLookat.
>>Let me ask this then...which produces
the best frame rates? If all in all they
are equal then glLookAt would be the easiest
to manipulate.<<
it doesnt matter they all take less than 0.000001 fps to do.
and since youre only doing this once per frame speed isn''t important.
if u were doing this once per vertex or triangle thats a different story.
choose solely on what u feel most comfortable with
http://members.xoom.com/myBollux
the best frame rates? If all in all they
are equal then glLookAt would be the easiest
to manipulate.<<
it doesnt matter they all take less than 0.000001 fps to do.
and since youre only doing this once per frame speed isn''t important.
if u were doing this once per vertex or triangle thats a different story.
choose solely on what u feel most comfortable with
http://members.xoom.com/myBollux
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