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Robo-Link

difference in Code::Blocks' gluLookAt() and VC++'s gluLookAt()?

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Robo-Link    100
Okay, so after I ported my Open GL/SDL project from VC++ to Code::Blocks (With help from people here) I ran it, and everything worked, my camera is just all kinds of messed up now. I use gluLookAt() for it. What is the difference in calculations between Code::Blocks' gluLookAt() and VC++'s gluLookAt()?

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HomerSp    126
Code::Blocks doesn't have it's own compiler, so before we can answer your question you'll have to tell us which compiler you are using (I'm guessing it's GCC).

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Robo-Link    100
Quote:
Original post by HomerSp
Code::Blocks doesn't have it's own compiler, so before we can answer your question you'll have to tell us which compiler you are using (I'm guessing it's GCC).

Sorry about that. you are correct, it is GCC.

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HomerSp    126
Alright, well. There should be no difference whatsoever if you are using the same version of glu in both VC++ and GCC.

Perhaps posting a small portion of your code would help.

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Robo-Link    100
Quote:
Original post by HomerSp
Alright, well. There should be no difference whatsoever if you are using the same version of glu in both VC++ and GCC.

Perhaps posting a small portion of your code would help.


Thanks for the help. I found out what it was. the last value seemed to be switched from a 0 to a 1, and it was making my z axis act up. The only difference I can see between the two glulookAt()'s is that you might need to flip the y by changing the 2nd to last value from 0 to 1.

Anyway, solved.

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