Hi, I've one question regarding to camera projection
consider my object position is at (0,0,0)
my camera position (0,50,0)
Look at (0,0,0)
up vector (0,1,0)
in this case object can be visible in output?
Seems you can see the object.
But...
If your object's dimensions are bigger than 50.f, that means your camera is inside the object and maybe it can't be seen :D
It also depends on the projection matrix.
[Edited by - programci_84 on October 21, 2010 6:50:27 AM]
But...
If your object's dimensions are bigger than 50.f, that means your camera is inside the object and maybe it can't be seen :D
It also depends on the projection matrix.
[Edited by - programci_84 on October 21, 2010 6:50:27 AM]
I hesitate to agree.
The Look vector is not defined. It should have a magnitude of 1, atm it has a magnitude of zero.
If you were to change the Look vector to (0, -1, 0) and the Up vector to (0, 0, 1), then what progamci_84 wrote would apply.
The Look vector is not defined. It should have a magnitude of 1, atm it has a magnitude of zero.
If you were to change the Look vector to (0, -1, 0) and the Up vector to (0, 0, 1), then what progamci_84 wrote would apply.
Quote:Original post by forsandifs
The Look vector is not defined. It should have a magnitude of 1, atm it has a magnitude of zero.
There's no need to define look vector here, because it equals to Normalize (targetPos - cameraPos).
targetPos = (0, 0, 0), cameraPos = (0, 50, 0)
Quote:Original post by maheshbinnyThat depends on the values of:
in this case object can be visible in output?
1. The near clip plane
2. The far clip plane
3. The camera FOV
4. The object size (As programci_84 said)
Quote:Original post by forsandifsA 'look' vector and a 'look at' vector (or point) are not the same thing.
I hesitate to agree.
The Look vector is not defined. It should have a magnitude of 1, atm it has a magnitude of zero.
A 'look at' vector of (0, 0, 0) is perfectly valid.
You are both correct. I got confused. Been spending too long working on my own camera system. :P My apologies.
Quote:
my camera position (0,50,0)
LookAt(0,0,0)
Up Vector(0,1,0)
Your up vector is y, and your camera forward vector is -y(<0,0,0> - <0,50,0>, Not sure if that's the issue, but as they are colinear, they might be fudging the view matrix...
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