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Camera in ogl

Started by December 29, 2001 01:44 PM
10 comments, last by Jason2Jason 23 years, 1 month ago
"Whats sine math got to do with anything??"

Sine math (trigonometry!) has everything to do with this. Youll want to learn that.

You can probably get by by translating and then rotating for now, but youll want to look into matrices.
quote:
Original post by Anonymous Poster
1. Quaterwhaters - no has to be converted to a matrix anyways
2. gluLookAt - no
3. glRotate/glTranslate -no
4. glLoadMatrix - yes, with a matrix you create with your own library.



Maybe it is easier not to use quats, and it is cpu-expensive (comparing to matrices only), but it isn''t possible to get even near to smooth interplation between 2 or more rotations if you don''t use quat''s;

And besides glLookAt() is better way to do camera because it uses glLoadMatrix (not directly but result is the same or even better, not to mention easier).

Happyface

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