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  Is there a good reason to not use gluLookAt()?  (Read 1062 times)
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zahl2001
Guest
« Posted 2004-01-30 02:17:39 »

Is it more expensive to use gluLookAt() than some other approach such as rotating and translating the scene?  For aruguments sake let's say the situation is a FPS or Dungeon Seige type deal.

I imagine it'll be a while before I have to worry about it, but I'm curious Smiley

Thanks
Offline HamsterofDeath

Junior Member




Java games rock!


« Reply #1 - Posted 2004-01-30 06:00:20 »

even if glulookat is 100 times more expensive than gltranslatef, it will still need only 0.1% of your rendering time.
Offline aldacron

Senior Member


Medals: 4


Java games rock!


« Reply #2 - Posted 2004-01-30 07:11:20 »

In the C/C++ world there some prefer to avoid linking to the glu lib. For the most part, there are very few functions that are useful to mose games. gluPerspective, gluOrtho2D, and gluLookAt are the most common, and implementing a custom implementation of each is simple.

Since JOGL loads glu anyway, there's no reason I can think of not to use gluLookAt.
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zahl2001
Guest
« Reply #3 - Posted 2004-01-30 07:19:07 »

OK, sounds good.
Offline albanc

Senior Newbie





« Reply #4 - Posted 2004-02-01 16:50:41 »

GluLookAt() produces a camera twist at the topmost position of the camera, thus some people prefer to postmultiply the modelview matrix with their own matrix which can avoid the problem, but this is not an easy exercise : it requires a good linear algebra knowledge.
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