I am trying to create a WebGL camera based on quaternions. I looked at many tutorials, and none is as simple as it could be or it was not working. How can I create such a camera?
I've kinda solved this myself by adapting the Camera::setDirection code from OGRE to work for my need: Now I have the following code: Vector3 boneDir = getBoneWorldOrientation(mEntity, mHips) * ...
I am attempting to implement a sort of, smooth camera that has angle offsets from the player as they turn, creating a cinematic effect as well as visual feedback for when the player turns. Here is an ...
Usually when I want to rotate an object/node in my Ogre scene I call the node's rotate() method. That rotates the node locally relative to it's current rotation. So for example, when I start with 0 ...