[ Sx Sy Sz -Px ][ Ux Uy Uz -Py ][ Fx Fy Fz -Pz ][ 0 0 0 1 ]
Where S, U, F and P are the side, up, front and position vectors respectively, that define the camera frame.
Pretty easy isn't it? [smile]
[ Sx Sy Sz -Px ][ Ux Uy Uz -Py ][ Fx Fy Fz -Pz ][ 0 0 0 1 ]
Quote:
Original post by GOD anubis
It does not matter if you transform/rotate the MODELVIEW or the PROJECTION matrix. The result should be the same.
The only real difference is that transformations of the MODELVIEW matrix allow to transform single simples/objects, whereas the PROJECTION matrix always affects all simples/objects. That is only logical, because when you walk around the scene all objects should be transformed accordingly to yield a view from a given angle.
Quote:
Original post by GOD anubis
It does not matter if you transform/rotate the MODELVIEW or the PROJECTION matrix. The result should be the same.
The only real difference is that transformations of the MODELVIEW matrix allow to transform single simples/objects, whereas the PROJECTION matrix always affects all simples/objects. That is only logical, because when you walk around the scene all objects should be transformed accordingly to yield a view from a given angle.