Where is this "camera" with the different vectors? I don't see it anywhere.. ran searches, etc.
Message: 3 Date: Thu, 6 Jan 2005 01:00:01 -0800 From: David Byttow <[EMAIL PROTECTED]> To: [email protected] Subject: Re: [hlcoders] Rotating the view angles (roll?) Reply-To: [email protected] Simply build the camera matrix directly. You can build forward, up and right from just the "up" vector. The up vector will be the normal of the wall and the "forward" vector will be the direction the player is facing. To get the "right" vector, just take the cross product of "up" CROSS "forward". Now you have the 3 basis vectors for the camera. And the position is some offset from the wall. Perhaps the point on the wall w/ some offset from the "up" vector. Here's the math: camera.forward = player.forward camera.up = wall.normal camera.right = camera.up CROSS camera.forward camera.position = player.position + wall.normal * EYE_HEIGHT _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

