Ok, I've realized a couple things I was doing wrong, but it still isn't working correctly. I was confused about how to create the view/projection matricies. This is what I'm doing now:
rot_matrix.setRotationDegrees(target->getRotation());
rot_matrix.transformVect(offset);
view_matrix ...
Search found 4 matches
- Thu Apr 30, 2015 11:29 pm
- Forum: Beginners Help
- Topic: Third-Person Camera Using View And Projection Matrices
- Replies: 2
- Views: 762
- Thu Apr 30, 2015 8:12 am
- Forum: Beginners Help
- Topic: Third-Person Camera Using View And Projection Matrices
- Replies: 2
- Views: 762
Third-Person Camera Using View And Projection Matrices
I'm trying to implement the third-person camera described in a microsoft C# tutorial here: https://msdn.microsoft.com/en-us/library/bb203909%28v=xnagamestudio.31%29.aspx
I think I'm close, but it still isn't quite working. The bulk of the code is in my Camera update method:
rot_matrix ...
I think I'm close, but it still isn't quite working. The bulk of the code is in my Camera update method:
rot_matrix ...
- Sun Apr 26, 2015 2:49 am
- Forum: Open Discussion and Dev Announcements
- Topic: Why Does Irrlicht Compile So Fast Compared To Ogre?
- Replies: 3
- Views: 2241
Re: Why Does Irrlicht Compile So Fast Compared To Ogre?
That's kind of how I felt. Ogre was great, but for the kind of thing I'm trying to do Irrlicht seems to be a perfect fit.
- Fri Apr 24, 2015 11:16 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why Does Irrlicht Compile So Fast Compared To Ogre?
- Replies: 3
- Views: 2241
Why Does Irrlicht Compile So Fast Compared To Ogre?
I started with Ogre. I actually thought it was pretty nice and enjoyable to work with, but then I got stuck trying to import animated meshes from blender and decided to try Irrlicht. I couldn't believe how much easier it was to work with. In about an hour, I had accomplished more than I had in weeks ...