algoraox

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About algoraox

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  1. Hi all, So the attached image below is about using barycentric coordinates to solve ray-triangle intersection. I was hoping someone could clear up some of the things that were mentioned in the post. For the most part, I do understand what P', X, and Y are. He goes on to say that we should construct a matrix A made up of only the vectors X and Y. After this, multiplying the he says to multiple the inverse of A by P'. But A has no inverse since it's not a square matrix, correct? [img]http://i.imgur.com/2JxNA.png[/img]
  2. Hi, I currently have a crystal ball interface camera set-up where the camera is always looking at the origin and pressing left,right,up,down simply moves around the object. I want to change this so that the camera can move around freely around the 3D environment. I currently have two functions, LEFT and UP that have been implemented as the CB-interface I mentioned. I want the left and right key to strafe left/right, while up/down to rise and sink the camera. How exactly would I go about changing it? Also..what would be the proper way to move the camera forward and backward? I was thinking maybe draging the mouse could equate to moving foward/backward? T [CODE] void Transform::left(float degrees, vec3& eye, vec3& up) { eye = eye*rotate(degrees, up); } void Transform::up(float degrees, vec3& eye, vec3& up) { vec3 ortho_axis = glm::cross(eye, up); ortho_axis = glm::normalize(ortho_axis); eye = eye*rotate(degrees, ortho_axis); up = up*rotate(degrees, ortho_axis); } [/CODE]