Timeline for OpenGL - Calculating camera view matrix
Current License: CC BY-SA 3.0
9 events
| when toggle format | what | by | license | comment | |
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| Aug 22, 2014 at 15:49 | vote | accept | Karle | ||
| May 27, 2014 at 16:39 | history | tweeted | twitter.com/#!/StackGameDev/status/471329895461949441 | ||
| May 27, 2014 at 1:54 | answer | added | Nathan Reed | timeline score: 1 | |
| May 27, 2014 at 0:56 | comment | added | Karle | I tried calling Matrix4.Perspective(...) with the same arguments and it produced the same matrix (ignoring very small rounding errors). The documentation marks the method as deprecated. | |
| May 27, 2014 at 0:51 | comment | added | Andon M. Coleman |
Considering that OpenTK is row-major and the function you are calling shares its name with a D3D function... I would not be surprised if that produces a projection matrix that expects left-handed view-space coordinates (D3D convention). If you call Matrix4.Perspective (...) instead, does anything change?
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| May 27, 2014 at 0:40 | comment | added | Karle | I've added the projection matrix set-up to the original post, thanks. | |
| May 27, 2014 at 0:39 | history | edited | Karle | CC BY-SA 3.0 |
added 219 characters in body; edited tags
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| May 27, 2014 at 0:29 | comment | added | Andon M. Coleman | There is a part of this process that you are currently ignoring. OpenGL does not mandate anything about any of the axes in coordinate spaces prior to clip-space in the programmable pipeline. Clip-space is left-handed, and the only way to achieve this is if your projection matrix flips the Z-axis, given your current view-space setup. Can you show the setup of your projection matrix? | |
| May 27, 2014 at 0:08 | history | asked | Karle | CC BY-SA 3.0 |