Thread: How to properly move/strafe/yaw/pitch camera in OpenGL/GLUT using gluLookAt?

  1. #16
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    Quote Originally Posted by Bubba View Post
    Cameras are cameras no matter what your needs are. They produce a view matrix and there are not really that many variations on cameras out there.
    Completely irrelevant to the discussion, no matter what you say.

    Quote Originally Posted by Bubba View Post
    Do you really want to continue to argue with me or do you want to learn something here?
    There's nothing to learn anymore, actually, there was little to learn. You only confirmed what I already had read. This whole discussion/topic could have been over long a go with a few words if you weren't so arrogant.

    Quote Originally Posted by Bubba View Post
    We can do this all day or we can move on and help you with the issue at hand.
    There's no issue to help me with, my problem is solved. Like I said, it could have been before in your first reply if you weren't so full of yourself trying to lecture everyone.

    Quote Originally Posted by Bubba View Post
    I was harsh earlier b/c I picked up on this exact attitude in your earlier posts and now you are simply proving my hunch that you think you know what you are doing when you do not.
    Seriously, stop being so self-centered, thinking you're above anyone else. I KNOW EXACTLY WHAT I'M DOING, WHAT I WANT and specially, WHAT I NEED. You're the one who doesn't and you don't even try to understand.

    Quote Originally Posted by Bubba View Post
    If you insist that other tutorials are using gluLookAt then use those tutorials.
    Why are you still bothering me with all this then? Just leave it be...

    Quote Originally Posted by Bubba View Post
    It was my assumption those tutorials only took you so far and thus that is why you came here. Perhaps I'm incorrect in that assumption.
    Indeed you are. You could have avoided this whole pointless discussion if you JUST TRIED TO UNDERSTAND INSTEAD OF ASSUMING ANYTHING.

    Quote Originally Posted by Bubba View Post
    If you ask for help and do not listen then do not expect people to help you very often.
    I'm not the one who doesn't listen... But don't worry, I don't expect people to help me in this board any more, I'm tired of being treated like this where most of you act so superior and look down on the little guys who have some questions. I have better places to ask help. You know, places where people actually try to understand each other before making any judgments.

    Quote Originally Posted by Bubba View Post
    Sipher had a very good post and you simply blew it off saying you want to use gluLookAt. gluLookAt is only part of the bigger picture.
    You're still missing the picture dude... And leave Sipher out of this, he has nothing to do with this whole discussion you created (maybe if he had replied I wouldn't be here listening to you preach). And I didn't blew off anything, but again, you're too blind to try to understand my answer (and thus my question) and just want to assume things.

    Just so you don't feel so bad... Despite you're wrong assumptions all over the place, despite your arrogance and self-centered attitude, you actually helped me understanding a couple of concepts I was missing, so I thank you for that (see, I can be nice where and when people deserve it). But you could have easily avoided this whole discussion. You're attitude, since the beginning, was completely uncalled for as I was simply trying to understand the answers given and I didn't disrespect anyone or was harsh with anyone, I was simply making an honest question. The same was untrue towards myself.

    About my previous reply, it was for Mario F., I replied from my mobile phone and didn't noticed your answer below his. Yes, it's a public forum but that question was specifically meant for you, there was a reason behind it. Once again, you failed to understand that. Do you really think that I can't understand the basic concept of an IF statement when I came to this specific part of the board asking for an OpenGL question? If you had answered that question without his intervention (or anyone's for that matter), this discussion would have gone a different path.

    This is definitely my last post on this topic (and probably on the board, as I find myself unwelcome here; not so much in other places where people actually try to help instead of assuming they know my questions better than me; and no, I'm not talking about places where they spit code for you, that's not the point, just so you know). Feel free to reply but I'm unsubscribing this topic and it's really unlikely I'm going to read it. If you really feel the need to answer me back, you can send me a private message if you want, I might reply back, or not. Depends on my mood and and on your efforts in trying to understand me instead of being so harsh all the time because you decided to assume whatever you want.

    Goodbye.

  2. #17
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    Quote Originally Posted by Nazgulled View Post
    This is definitely my last post on this topic (and probably on the board, as I find myself unwelcome here; not so much in other places where people actually try to help instead of assuming they know my questions better than me; and no, I'm not talking about places where they spit code for you, that's not the point, just so you know).Goodbye.
    NOOOOOO! Please don't go! We are in desparate need of guys that stand up against the likes of Bubba the Mighty! Don't leave your fellow programmers behind to fend for themselves in this land of madness! We need you!

    Amen,

    A concerned cprogramming.com citizen.
    iMalc: Your compiler doesn't accept misspellings and bad syntax, so why should we?
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  3. #18
    (?<!re)tired Mario F.'s Avatar
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    Quote Originally Posted by Nazgulled View Post
    This is definitely my last post on this topic (and probably on the board, as I find myself unwelcome here;
    Not sure if you are still reading this, but what a way to go!
    You are saying you feel unwelcome here when not only your question was answered but you also benefited from:

    a) The knowledge from an expert programmer
    b) The time he put to explain to you, including code snippets he wrote just for you
    c) advice

    Because of that, for everyone else in here (and I'm sure I speak for a lot of people here), the feeling isn't that you were not welcomed. The feeling is that you are one sorry ungrateful person that didn't deserve the effort and time Bubba dedicated to you.

    Also interesting is how you turned advice and knowledge that was freely given to you into some kind of attack on your person. That makes you pretty much a troll. Or someone that not willing to admit what they are doing is the wrong way of doing things (because you find it easier to do it the way you want), uses ad hominen attacks to try and make everyone else believe the advice that was given to you was wrong. Unfortunately for you this is a very old forum and a forum populated by experienced programmers and individuals with quite a few years of life experience on their backs. So your antics are something we've seen before. You don't fool anyone but yourself in believing you succeeded.

    So yeah... good riddance to you. If and when you come back, know you will be received just like you were on this thread; With knowledge and willingness to help. But if you didn't mature since then, well... you'll still be angry with the fact people are actually willing to give you advise (the nerve!).
    Originally Posted by brewbuck:
    Reimplementing a large system in another language to get a 25% performance boost is nonsense. It would be cheaper to just get a computer which is 25% faster.

  4. #19
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    Slightly off-topic but can you describe the effect of the view matrix in the rendering pipeline. I have several questions about the view matrix.

    Is the translation vector of the view matrix the position of the camera?
    Why do we invert the view matrix before passing it onto the shaders?
    What would be the effects of not inverting this matrix?

  5. #20
    Registered User VirtualAce's Avatar
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    Is the translation vector of the view matrix the position of the camera?
    Not exactly.

    The x component is the negative dot product of the camera right vector and the position of the camera.
    The y component is the negative dot product of the camera up vector and the position of the camera.
    The z component is the negative dot product of the camera look vector and the position of the camera.
    Several books show how to derive this and how you arrive at this formula. I must admit I have taken this for granted for so long I've forgotten the actual derivation and mathematical proof.

    Why do we invert the view matrix before passing it onto the shaders?
    The only reason I could see for doing this is if you were rendering billboards or something like that.

    What would be the effects of not inverting this matrix?
    You would have the view matrix you calculated in the camera.

    Another use for inverse view is if you are doing 3D picking in world space although if you are doing picking you pretty much should have the world matrices for your various objects. You can check out 3D Math Primer for Graphics and Game Development for further explanation of the various matrices and what they do or can be used for.
    Last edited by VirtualAce; 03-12-2011 at 04:34 PM.

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