Timeline for How can I properly rotate a 2D vector in the "flipped" XNA client space?
Current License: CC BY-SA 3.0
4 events
when toggle format | what | by | license | comment | |
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Jan 29, 2014 at 8:07 | comment | added | Mars | It's fixed relative to the parent. | |
Jan 28, 2014 at 19:37 | comment | added | user41442 | Add an extra matrix at the top of the stack that transforms from the world you want (where +Y is up) to the world SpriteBatch or whatever wants. It should be easy to construct this matrix: it is almost the identity, but with a -1 on the diagonal in the y column. Be careful which order you are multiplying matrices in. Is the child fixed relative to the parent, just backwards, or does the relative position vary as they move? | |
Jan 28, 2014 at 7:49 | comment | added | Mars | Doing this caused the final rotation of the child object to be 180 degrees off. I guess somehow the parent relative rotation of the child is being negated as well? Please see edit. | |
Jan 28, 2014 at 4:14 | history | answered | user41442 | CC BY-SA 3.0 |