I'm sure many of you have noticed this, but the default Irrlicht FPS camera is really warped.
I think this has something to do with the FOV, but I'm not sure how to change it....I've read the (confusing) documentation, and it refers to a "setFOV" function, but I can't figure out how to use it.
Since I'm fairly new to graphics programming and haven't touched C++ in a long time, I figured it would be best to ask here.
Little help?
FPS Camera - Warped?
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For the most part it is good, yes, although there are a few typo's and things that aren't totally clear. This could be one of them ( although doing a search in the forums would easily have helped you ).
It is measured in degrees, which the docu doesn't say, as well as AFAIK it being set to 45 degrees by default ( I am pretty sure this is correct, I don't know why it says it defaults to PI/3.5f although someone else might know ). Try setting it to 90 degrees to lessen the fish eye effect.
It is measured in degrees, which the docu doesn't say, as well as AFAIK it being set to 45 degrees by default ( I am pretty sure this is correct, I don't know why it says it defaults to PI/3.5f although someone else might know ). Try setting it to 90 degrees to lessen the fish eye effect.
I did and indeed, now the camera behaves like a "real" FPS camera. But it's just like it is zoomed in.Tyn wrote:Try setting it to 90 degrees to lessen the fish eye effect.
http://irrlicht.sourceforge.net/phpBB2/ ... ght=camera for pictures ...
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That would lead me to believe the field of view is behind the camera so the camera is rotated the oppoiste direction. I would imagine it thinks it is pointing the correct direction so moving left would appear to be moving right exc.bal wrote:Weird, if I use 60 or 80 or maybe others too, the view is rotated, scaled and the mousemovements are odd (left = right and vice versa, up = under and vice versa).
Who knows but that is what it sounds like to me. Bug maybe?
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