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Type: Posts; User: mav

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  1. Replies
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    Yeah, if i'm correct, you might be using Direct3D...

    Yeah, if i'm correct, you might be using Direct3D as you graphics API which wants the view matrix to be row-major (if i'm correct).

    I am using OpenGL which expects the matrix to be column-major,...
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    Got it fixed the right way i suppose. I...

    Got it fixed the right way i suppose.

    I switched the order of the cross product vectors and it did as i expected, that is, it gives the opposite perpendicular vector, which is what i wanted to get...
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    voidInitializeCam(void) { speed = 0.05f; ...

    voidInitializeCam(void) {
    speed = 0.05f;

    viewMatrix = glm::mat4(1.0f);
    right = glm::vec3(1,0,0);
    up = glm::vec3(0,1,0);
    front = glm::vec3(0,0,-1);
    position...
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    Nevermind the position detail, i forgot i was...

    Nevermind the position detail, i forgot i was saving the base position of the camera before transforming it into the camera matrix. :)
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    I created a simple camera from your example and...

    I created a simple camera from your example and it seems to work very well. I do have a few problems though.

    The camera code i implemented from your example:
    typedef struct cam_s {
    GLfloat...
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    From what i read, Euler angles are easy to...

    From what i read, Euler angles are easy to understand but are heavy on maths, where quaternions are lighter on maths (although more complicated) and don't suffer from gimbal locks.

    Not sure...
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    Camera with Look, Right and Up vectors

    Hi,

    I am trying to implement a camera using both quaternions and axis angles.
    I'm new to the maths in this area (started 2 weeks ago), so, no experience :frown:

    Since i found this thread on...
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