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[Math] How Do I ... Local Object Matrix Corruption

Started by July 27, 2004 07:17 AM
1 comment, last by McCLaw 20 years, 4 months ago
Hi All I have been implementing a local matrix on the base class of your game engine, but I lack LSOT of experience with Matrices. Basically I Accumelate all my rotations, and translations into the matrix, and the glMultMatrix Just before rendering. This seems to work fine, but as soon as my Object faces in the positive z direction, strange things start happening. I have implemented a mouselook procedure. This works fine when looking down the z axis, but as soon as I turn around, and look up and down, the object/ camera starts pitching . Any ideas?
Quote: Original post by McCLaw
Any ideas?


You're doing it incorrectly? Post some code or something to show us what you're actually doing.
If at first you don't succeed, redefine success.
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Unfortunately I am not allowed to post any code (According to my NDA) but I have converted code from http://www.levp.de/3d/oglmatrices.html so my code is very similar to the LMovable class in the download in that page.

I basically Just converted it to delphi, and added Absolute Position, and Rotation Vectors, so that I can easily Accumulate the Angles, and position.

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