Tagged Questions
0
votes
1answer
46 views
What values to construct “Projection Matrix” from?
I am curious to what standard values I should use to create a camera's projection matrix, as well as if certain measurements need to be taken if I want to represent a very small world or a very big ...
0
votes
1answer
54 views
XNA Camera Positioning All Wrong
I've been working in 3DSMax for years now and decided to give XNA 4.0 a try. I've got the majority of it working, however the camera is being a pain to me and I can't discern what's gone wrong. I ...
2
votes
1answer
88 views
Camera not strafing (GLSL)
I use this code in my GLSL vertex shader, where v_position is the vertex position:
gl_Position = v_position * u_camera;
and set u_camera as follows:
meshShader.setUniformMatrix("u_camera",
...
1
vote
2answers
108 views
Accumulating rotations for camera
It seems there are three ways to store a camera's rotation: in angles, view matrix or quaternion. I was using euler angles since when I used a matrix it had a tendency to accumulate rounding errors ...
0
votes
0answers
91 views
Camera Projection back Into 3D world, offset error
I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees.
I have my camera looking down in front of the direction that the robot is going, and I have the ...
1
vote
0answers
169 views
Drawing two orthogonal strings in 3d space in Android Canvas?
I want to draw two strings in canvas. The first string must be rotated around the Y axis, for example 45 degrees. The second string must start at the end of the first string and also it must be ...
0
votes
1answer
158 views
Stage3D: Camera pans the whole screen
I am trying to create a 2D Stage3D game where you can move the camera around the level in an RTS style. I thought about using Orthographic Matrix3D functions for this but when I try to scroll the ...
0
votes
1answer
112 views
Camera lookAt target changes when rotating parent node
have the following issue.I have a camera with lookAt method which works fine.I have a parent node to which I parent the camera.If I rotate the parent node while keeping the camera lookAt the target , ...
1
vote
0answers
142 views
How do I convert my matrix from OpenGL to Marmalade?
I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this:
We're right handed by default, and we treat y ...
44
votes
9answers
5k views
Why do we move the world instead of the camera?
I heard that in an OpenGL game what we do to let the player move is not to move the camera but to move the whole world around.
For example here is an extract of this tutorial: OpenGL View matrix
...
2
votes
1answer
90 views
Camera closes in on the fixed point
I've been trying to create a camera that is controlled by the mouse and rotates around a fixed point (read (0, 0, 0)), both vertical and horizontal. This is what I've come up with:
camera.Eye = ...
0
votes
1answer
237 views
3d world vertex translation to go to 2d screen coords
My technical english is a little rusty so to avoid misunderstands please be patient with me :)
I will try to be brief and clear
Situation:
- I have a 2d sprite character on the screen
- I've just ...
2
votes
1answer
301 views
Finding a suitable axis-angle to avoid gimbal lock
In OpenGL the camera faces the -z axis with the +y axis pointing up. I am using quaternions to represent the orientation of my objects (which works well) and am trying to do the same for the camera. I ...
1
vote
0answers
117 views
reflection plane 3d
Hey there I'm trying to create a plane that can have a texture on it and reflect the 3d elements around it. for example a plane with a laminate floor texture and above it a cube rotating. I want the ...
2
votes
1answer
423 views
Why use 3d matrix and camera in 2D world for 2d geometric figures?
I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures...
I saw some tutorials about creating dynamic shadows but I didn't understood why they ...
2
votes
2answers
986 views
XNA Camera 2D confusion
I have followed the tutorial at http://www.david-amador.com/2009/10/xna-camera-2d-with-zoom-and-rotation/ to implement my 2D camera and everything works just fine. However this leaves me confused. ...
1
vote
1answer
286 views
How to prevent 2D camera rotation if it would violate the bounds of the camera?
I'm working on a Camera class and I have a rectangle field named Bounds that determines the bounds of the camera. I have it working for zooming and moving the camera so that the camera cannot exit its ...
1
vote
1answer
321 views
Strange 3D game engine camera with X,Y,Zoom instead of X,Y,Z
I'm using a 3D game engine, that uses a 4x4 matrix to modify the camera projection, in this format:
r r r x
r r r y
r r r z
- - - zoom
Strangely though, the camera does not respond to the Z ...
5
votes
3answers
652 views
What's a pre-multiplied 4x4 matrix?
I'm using a 3d game engine, that uses a 4x4 matrix to modify the camera projection.
The matrix is in the regular 4x4 format:
r r r x
r r r y
r r r z
- - - zoom
The description for the ...
4
votes
1answer
273 views
Getting the Bounds of a 2D Cameras View with Zoom
I am using a 2D camera, which does rotations and zoom. Currently, I am using the following to get my MinX, MinY, MaxX and MaxY...
public float MinX
{
get
{
return ...
3
votes
1answer
1k views
Can a 4x4 matrix describe a camera's perspective?
I'm working with a closed-source 3D engine, and it only allows you to set the view projection via a 4x4 matrix. Can this matrix describe the camera's translation, rotation & perspective?
I turned ...
5
votes
3answers
1k views
XNA 4.0: 2D Camera Y and X are going in wrong direction
I asked this question on stackoverflow but assumed this might be a better area to ask it as well for a more informed answer.
My problem is that I am trying to create a camera class and have it so ...
0
votes
1answer
303 views
Conversion from matrix defining rotation and position to camera matrix
I have a matrix that defines the rotation and translation of an object, relative to (0, 0, 0). Assuming that the identity matrix defines the camera to be at (0, 0, 0) pointing at (0, 0, 1), how would ...
7
votes
2answers
405 views
Portal Projection
Ok ok I admit, I'm bored and toying with a portal script like the one on steam.
I've figured out the following:
relative positioning of the mirrored cameras
render to texture for the portal (the ...
4
votes
4answers
922 views
From camera coordinates to world coordinates
I want to calculate world coordinates from camera coordinates. However, I seem to have problems with my understandings of how matrices in HLSL work.
From world to camera is clear:
cameraPosition = ...
2
votes
1answer
226 views
Why doesn't the y Axis work with SuperBible frame reference or GluLookAt
I'm currently trying to understand how to use the GLFrame Class in the superbible book, and acording to the 4th edition of the book, the camera matrix derived from the Frame of reference class should ...
1
vote
2answers
562 views
How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
This is the code I am currently using, and it works great, except for the strafe always causes the camera to move along the X axis which is not relative to the direction in which the camera is ...

