Thank you Sebastian!
The issue here is that the camera is not yet at the lookat in question.
Basically, I have an eye, a center, and an up vector, and I need to be able to
convert between 3D world coordinates and 2D screen pixel coordinates before the
camera actually gets to the final lookat.
Hi everyone!
How can I compute the view matrix and the projection matrix from a set of
lookat parameters (eye, center, and up)?
I'm asking because I need to compute the MVPW for a given lookat before the
camera is actually at that lookat.
I'm totally stumped and any help would be greatly
You can make the view matrix:
osg::Matrix::lookAt(eye, center, up)
This has nothing to do with the projection matrix though; that doesn't
depend on your look vector.
Glenn Waldron
On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote:
> Hi everyone!
>
> How can I compute
Am 22.09.2015 um 16:08 schrieb Erik Hensens:
Thank you for the reply Glenn!
You say that the projection matrix doesn't depend on the lookat parameters;
what does it depend on?
The projection matrix depends on the size of your viewing frustum.
Usually near/far plane and the dimensions (angles)
Thank you for the reply Glenn!
You say that the projection matrix doesn't depend on the lookat parameters;
what does it depend on?
Thanks in advance!
gwaldron wrote:
> You can make the view matrix:
>
> osg::Matrix::lookAt(eye, center, up)
>
>
> This has nothing to do with the projection
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