Timeline for Zooming and panning a camera simultaneously causes a swooping effect
Current License: CC BY-SA 2.5
11 events
when toggle format | what | by | license | comment | |
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Jul 27, 2022 at 2:55 | answer | added | hacksoi | timeline score: 0 | |
Dec 22, 2020 at 18:00 | history | tweeted | twitter.com/StackGameDev/status/1341443404752969728 | ||
Dec 22, 2020 at 16:24 | answer | added | Hub | timeline score: 0 | |
Sep 28, 2010 at 21:30 | history | edited | Alex Morris | CC BY-SA 2.5 |
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Sep 27, 2010 at 12:48 | vote | accept | Alex Morris | ||
Sep 27, 2010 at 11:12 | answer | added | Richard Fabian | timeline score: 10 | |
Sep 27, 2010 at 9:52 | history | edited | Alex Morris | CC BY-SA 2.5 |
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Sep 27, 2010 at 9:34 | history | edited | Alex Morris | CC BY-SA 2.5 |
added 86 characters in body
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Sep 27, 2010 at 9:22 | comment | added | Alex Morris | At the end of the transition, everything is correctly scaled and positioned, so I'd be very surprised if it's an order of operations issue. That was the first thing that came to mind, but I believe I have ruled it out (always possible that I screwed up the math when trying to rule it out). | |
Sep 27, 2010 at 2:15 | comment | added | WorldMaker | At first glance I don't see anything obvious. My first check would be that order of operations matter with Matrix multiplication and simply re-ordering the operations could be a starting point to try. I'd try moving the Scale first. Also I think you can just use the scalar Scale * Matrix.Identity rather than needing CreateScale. On the other hand, you could probably just use the CreateScale entirely instead of Matrix.Identity. | |
Sep 26, 2010 at 19:58 | history | asked | Alex Morris | CC BY-SA 2.5 |