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: 183
- Sun Apr 06, 2008 6:43 am
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4413
Ok, I finally managed to get it working correctly, at least when the screen normal is perpendicular to the z axis, and the virtual screen is centered around ( screenWidth / 2, screenHeight / 2). The effect is really impressive, so check out my quick and dirty code release: http://www.burtzlaff.de/tr...
- Sat Apr 05, 2008 11:12 pm
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4413
- Sat Apr 05, 2008 6:10 pm
- Forum: Advanced Help
- Topic: Projection DirectX and OpenGL
- Replies: 8
- Views: 4413
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 in...
- Fri Apr 04, 2008 5:25 pm
- Forum: Beginners Help
- Topic: setTransform not working
- Replies: 3
- Views: 183
Ah, ok, the projection is being applied now. I'm using a webcam (with sunglasses as filter) that tracks two bright red leds that are attached to some glasses. This works ok, at least in a dark room. You don't really need irleds, because the cmos sensor is sensitive enough in that part of the spectru...
- Fri Apr 04, 2008 4:00 pm
- Forum: Beginners Help
- Topic: setTransform not working
- Replies: 3
- Views: 183
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, nearPl...