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  how to make a camera  (Read 4688 times)
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Offline deepthought
« Reply #30 - Posted 2010-09-20 02:41:40 »

why should i use glrotate with the yaw? glulookat does that for me

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Offline gouessej

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Medals: 33
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« Reply #31 - Posted 2010-09-20 09:20:01 »

why should i use glrotate with the yaw? glulookat does that for me
No, gluLookAt keeps your up vector as is:
http://www.manpagez.com/man/3/gluLookAt/

It is up to you to provide a correct up vector directly or to use several calls to glRotate in order to obtain the same result.

Offline tom
« Reply #32 - Posted 2010-09-20 10:59:42 »

No, gluLookAt keeps your up vector as is:
http://www.manpagez.com/man/3/gluLookAt/

It is up to you to provide a correct up vector directly or to use several calls to glRotate in order to obtain the same result.

His code is fine. There is only a problem if he looks in the exact UP or down direction. If that is likely to happen you should add a special case for that, otherwise pat yourself on the back and move on.

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Offline gouessej

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Medals: 33
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« Reply #33 - Posted 2010-09-20 11:48:46 »

His code is fine.
According to you, the up vector is correct, isn't it? But he always provides (0,1,0). I don't understand why you think it is fine.

There is only a problem if he looks in the exact UP or down direction. If that is likely to happen you should add a special case for that, otherwise pat yourself on the back and move on.
Ok you're speaking about the both singularities at the south and the north poles (gimbal lock). I agree with you.

Offline tom
« Reply #34 - Posted 2010-09-20 12:35:03 »

Your right, I didn't read the whole tread and I thought he actually wanted an always up camera.

But if I understand the problem correctly now (probably not) then the easiest solution would be to use the matrices that are built into OpenGL. No need to mess around with Quaternions.

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gl.glLoadIdentity();
gl.glTranslate(atx, aty, atz);
gl.glRotate(yaw, 1, 0, 0);
gl.glRotate(pitch, 0, 1, 0);
gl.glRotate(roll, 0, 0, 1);



Offline gouessej

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Medals: 33
Projects: 1


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« Reply #35 - Posted 2010-09-25 01:07:08 »

Your right, I didn't read the whole tread and I thought he actually wanted an always up camera.

But if I understand the problem correctly now (probably not) then the easiest solution would be to use the matrices that are built into OpenGL. No need to mess around with Quaternions.

1  
2  
3  
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gl.glLoadIdentity();
gl.glTranslate(atx, aty, atz);
gl.glRotate(yaw, 1, 0, 0);
gl.glRotate(pitch, 0, 1, 0);
gl.glRotate(roll, 0, 0, 1);



The code above uses Euler transforms to combine 3 rotations so there is a risk of gimbal lock as I explained earlier Sad

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