Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: Camera math Date: Sat, 13 Feb 1999 10:41:33 -0500 Organization: SCEA News Server Lines: 30 Message-ID: <36C59D2D.2EFAF7B6@datasys.net> References: <799tkt$lbf5@scea> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 199.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:346 scee.yaroze.programming.3d_graphics:1207 Ed Federmeyer wrote: > > I have read a lot of books and online documentation describing all the 3D > matrix math to transform object-space coordinates to world-space coordinates > to screen-space coordinates, but they ALL ASSUME that the camera is at the > origin facing down the "Z" axis. > Ahhhh......!!!!!! So that's why my camera was turning all weird when I moved it!!!!! Do'h! There's no way I can change the axies now, I'm too far along in development. :( I guess camera object following in my game will be a little bit more difficult to implement than I first thought. > Can anyone point me to some documentation that describes what needs to be > done to have the camera at an arbitrary location facing in an arbirtrary > direction? > > Luckily our Net Yaroze libs take care of this with the SetRView() function, > where you specify the viewpoint and refpoint, but I'd really like to > understand what goes on behind the scenes. > I donno. My system in bloodshed uses the Z axis as straight up. This unfortunately makes my camrea movements a little screwed - I have to rotate it 90 degrees to compensate. 'Darco