Jump to content
Posted 13 April 2000 - 03:56 PM
Posted 14 April 2000 - 02:48 AM
Posted 14 April 2000 - 03:17 AM
Posted 14 April 2000 - 04:12 AM
gluLookAt(Eye, Center, CameraUp);
VECTOR Front = Normalize(Center - Eye);
// Compute an up vector that is perpendicular to Front
VECTOR Up = CameraUp - DotProduct(CameraUp, Front)*Front;
float Length = Magnitude(Up);
if( Length > 0 )
Up /= Length;
// The Camera up and front are parallel and we cannot compute its orientation
// If Up is zero length, then Right will also be zero length
VECTOR Right = CrossProduct(Up, Front);
View._11 = Right.x; View._12 = Right.y; View._13 = Right.z; View._14 = -DotProduct(Eye, Right);
View._21 = Up.x; View._22 = Up.y; View._23 = Up.z; View._24 = -DotProduct(Eye, Up);
View._31 = Front.x; View._32 = Front.y; View._33 = Front.z; View._34 = -DotProduct(Eye, Front);
View._41 = 0; View._42 = 0; View._43 = 0; View._44 = 1;
Posted 14 April 2000 - 06:27 AM
Posted 14 April 2000 - 07:07 AM
Posted 14 April 2000 - 07:15 AM
Posted 14 April 2000 - 07:21 AM
Original post by sc0rpy
Thanks again WitchLord.
Once again I am your servant.
Goes to show ya how much more advanced you Europeans are in mathematics against us NorthAmericans.
There are exceptions tho, but I know I am NOT one of them .
Posted 14 April 2000 - 07:33 AM
Posted 16 April 2000 - 04:36 AM
Posted 16 April 2000 - 05:21 AM