Jump to content
  • Advertisement
Sign in to follow this  
smally

Camera Techniques

This topic is 3766 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, I'm currently trying to implement a flexible camera for my game and I've been following the DXUT (with DirectX) camera class for more help. I've been noticing a few techniques they use to obtain more data, e.g.
D3DXMATRIX mInvView;
D3DXMatrixInverse( &mInvView, NULL, &m_mView );
D3DXVECTOR3* pZBasis = (D3DXVECTOR3*) &mInvView._31;

m_fCameraYawAngle   = atan2f( pZBasis->x, pZBasis->z );
float fLen = sqrtf(pZBasis->z*pZBasis->z + pZBasis->x*pZBasis->x);
m_fCameraPitchAngle = -atan2f( pZBasis->y, fLen );
Is there anywhere online or even in a book that has some techniques like this in order to build a more advanced camera?

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!