It's working now.
Look at
http://www.burtzlaff.de/trackhead.html
and
http://irrlicht.sourceforge.net/phpBB2/ ... hp?t=27160
Andy
Search found 6 matches
- Sun Apr 06, 2008 7:04 am
- Forum: Beginners Help
- Topic: setTransform not working
- Replies: 3
- Views: 265
- Sun Apr 06, 2008 6:43 am
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4636
- Sat Apr 05, 2008 11:12 pm
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4636
- Sat Apr 05, 2008 6:10 pm
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4636
Projection DirectX and OpenGL
Hi,
I'm trying to get head tracking to work with Irrlicht (see Johnny Lee's Wii remote head tracking on youtube).
When figuring out the projection matrix I read that OpenGl and DirectX have different conventions:
OpenGL has the viewing direction in negative z direction (right handed) and projects ...
I'm trying to get head tracking to work with Irrlicht (see Johnny Lee's Wii remote head tracking on youtube).
When figuring out the projection matrix I read that OpenGl and DirectX have different conventions:
OpenGL has the viewing direction in negative z direction (right handed) and projects ...
- Fri Apr 04, 2008 5:25 pm
- Forum: Beginners Help
- Topic: setTransform not working
- Replies: 3
- Views: 265
- Fri Apr 04, 2008 4:00 pm
- Forum: Beginners Help
- Topic: setTransform not working
- Replies: 3
- Views: 265
setTransform not working
Hi,
I'm trying to get setTransform to work for headtracking. But while the generated projection matrix changes a desired, there is no change in the graphical output.
float nearPlane = 0.05;
matrix4 projectionMatrix = make_projection_matrix( nearPlane*( -0.5 * aspectRatio + headPosition.X)/ d ...
I'm trying to get setTransform to work for headtracking. But while the generated projection matrix changes a desired, there is no change in the graphical output.
float nearPlane = 0.05;
matrix4 projectionMatrix = make_projection_matrix( nearPlane*( -0.5 * aspectRatio + headPosition.X)/ d ...