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  LibGDX - Camera Coordinate To Screen Coordinate?  (Read 1589 times)
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Offline ddfh

Junior Devvie


Medals: 1



« Posted 2013-03-29 12:52:24 »

Hi,

I made a sprite, that is moving on the screen. The sprite moves from left screen to the right screen.

Now, I will hide the sprite and I will add a 3d Object on the sprites position.

The problem is now: The width and height of the screen is 800x480.

And now I don't know how to move the 3d object? e.g.
1  
Gdx.gl10.glTranslatef(sprite.x, srite.y, -35.0f);


Must I now cam.project or cam.unproject this? Or what is the right keyword?


Offline opiop65
« Reply #1 - Posted 2013-03-29 13:26:32 »

Your question is confusing but I think I understand the gist of it. Does LibGDX even have support for 3D? Why is the screen size a problem? I think you're trying to figure out how to convert your 2D world into 3D when you place the object right? In that case, you'll need
1  
gluPerspective ()
If you could be more specific in your question, I could help more, though.

Offline ddfh

Junior Devvie


Medals: 1



« Reply #2 - Posted 2013-03-29 13:49:58 »

I added the perspective camera like this:
1  
      camera = new PerspectiveCamera(67, VIRTUAL_WIDTH, VIRTUAL_HEIGHT);

gluPerspective is the same, right?

OK. I try to explain. e.g.

The sprite is moving from left to right. When I now
1  
System.out.println(sprite.x+" | "+sprite.y) 

I get this e.g. x:50, y:100 or x:55, y100 or x:500, y:100 etc.
The (0,0) is left bottom!

Now I don't know how move the 3d object at this positions? This is not working:
1  
Gdx.gl10.glTranslatef(sprite.x, srite.y, -35.0f);


For e.g. When I do this,
1  
Gdx.gl10.glTranslatef(100f, 0.0f, -35.0f);

I don't see the 3d object on the screen:


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