Woah! Why do people buy TrackIR if it's that simple?
garry

On Sun, Jun 14, 2009 at 3:39 PM, Harry Jeffery <
[email protected]> wrote:

> http://www.youtube.com/watch?v=qWkpdtFZoBE
> The code is on his site.
>
> 2009/6/14 Brent Lewis <[email protected]>:
> >
> > I assume you guys are talking about head tracking for that cool 3D effect
> like (jump to about 2:30) :
> >
> > http://www.youtube.com/watch?v=Jd3-eiid-Uw
> >
> > I was pretty intrigued by that whole thing. I'm curious though - doesn't
> it require making a skewed frustum? I wouldn't have guessed the engine
> allowed that much control over the rendering.
> >
> > I hope it works well for you. Good luck!
> >
> >> Date: Sun, 14 Jun 2009 09:44:51 -0400
> >> From: [email protected]
> >> To: [email protected]
> >> Subject: Re: [hlcoders] Implementing head tracking
> >>
> >> To answer your specific questions:
> >>
> >> 1) We didn't find a place to just drop in our tracking device and have
> >> it called every frame.  We had to modify quite a few methods in
> >> in_main.cpp to tell the engine to either use our tracker (if enabled)
> >> or fall back to the mouse.  Not a lot of code per se, just lots of
> >> modification to exiting conditional statements.
> >>
> >> 2) When you position the player, you are moving the feet of the
> >> player's model.  You will have to figure out the transformation from
> >> the feet to the eyes (based on the model's eye height) to figure out
> >> how to put the "camera" where the tracker is.  Also, changing the
> >> player's orientation doesn't change the view orientation.  We found
> >> that we had to change the player's orientation (angles) as well as the
> >> engine's **ViewAngles** to get the behavior we need.
> >>
> >> Steve
> >>
> >>
> >>
> >> On Sun, Jun 14, 2009 at 9:23 AM, Jan Frederick Eick<[email protected]>
> wrote:
> >> > Hi there!
> >> >
> >> > For an experiment we are trying to implement headtracking. I'm a bit
> >> > lost in the source right now. I read the tutorial about implementing a
> >> > 3rd person view.
> >> > This intent raises some questions.
> >> >
> >> > 1) the new "input device" (the tracking system) - is there a method
> >> > which gets called every frame in which we could fetch the data of the
> >> > tracking device?
> >> >
> >> > 2) where is the difference in "changing the position of the camera"
> and
> >> > "changing the position of the player"?
> >> >
> >> > I hope you guys get what I'm trying to express ;)
> >> >
> >> > Greets
> >> >
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> >>
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