Posted
about 9 years
ago
Wonder if there's any call for OpenVG bindings...?Cas
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Posted
about 9 years
ago
I forgot to tell one thing, though. Generally, computing the normal matrix is not necessary when the matrix has no non-uniform scaling or shearing applied, which is always the case with simple camera view transformations.In this case the needed rotati...
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Posted
about 9 years
ago
Many thanks for your explanation. I will try your approach.
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Posted
about 9 years
ago
Yes, technically it is correct that your camera is moving "backwards," which is in fact 'world-forward', when it is rotated 180 degrees, since your position is still in world-coordinates.Or in other words: When you press 'W' you are likely just increa...
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Posted
about 9 years
ago
Thank you very much for your answer. Applying the rotation firs indeed solves the problem, but then, when moving through the scene (with WSAD controls for translations and mouse for cmarea rotation), the movements are nor applied to the direction where...
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Posted
about 9 years
ago
Technically, there is no such thing as a first-person or third-person or any other "camera" in OpenGL. You just transform vertices, that's it. However, Matrix4f.lookAt and all other matrix functions can be used to build the transformations necessary to...
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Posted
about 9 years
ago
I have been through my entire code with the glGetError() method, everything is working like a charm. But I've done more. I have made and downloaded different models. Ranging from a pack of cubes, spheres and other geometry to a dinosaur, sunglasses, fr...
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Posted
about 9 years
ago
Thanks kappa. I'll definitely look at the GLFW FAQ before I ask another question.
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Posted
about 9 years
ago
see answer here.
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Posted
about 9 years
ago
How do I enable GL30 and higher on OSX (El Capitan). I'm using a 2013 MBP retina so it has up to opengl 4.1 on the graphics card.These windows hints were not able to get it to activate either:glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);glfwWindowH...
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