Path: chuka.playstation.co.uk!wyrddreams.demon.co.uk!wyrddreams.demon.co.uk!not-for-mail From: JTait@wyrddreams.demon.co.uk Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: Camera math Followup-To: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Date: 6 Feb 1999 00:14:22 -0000 Organization: Wyrd Dreams - Internet Realities Lines: 18 Message-ID: <79g1gu$mck@wyrddreams.demon.co.uk> References: <799tkt$lbf5@scea> NNTP-Posting-Host: wyrddreams.demon.co.uk X-Newsreader: TIN [version 1.2 PL2] Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:342 scee.yaroze.programming.3d_graphics:1186 : 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? I'm using the book "Virtual Reality Systems" (Addison-Wesley, ISBN 0-201-87687-6) as a reference. It was the first book that really got me understanding all this matrix stuff. Admittedly it goes into some stuff in rather more detail than is required (you should see the stuff on collision detection, it gets well deep!) but it's well worth the money. £24.99 I believe it cost me - including a pair of funky red/green 3d specs! Later, JT -- Life isn't precious - | JTait@wyrddreams.demon.co.uk ICQ# 17834893 it's expensive. | http://www.sun.mdx.ac.uk/~jt061/ 0956 652763