Jose Ricardo
08-03-2007, 07:50 AM
Hi people,
I'm studying Opengl and I could not understand how I cam manage a camera using matrix because it's orientation.
For example, if I have 3 vectors representing local X, Y and Z axis of my camera and another vector representing my orientation. Initially, I have this vector like (0, 0, -1) witch is de default camera orientation.
When I set my camera I translate to my negative position and use glMultMatrix, using a matrix that I create with my localX, localY and localZ axis. So my question is: what for and how I can use my vector orientation to rotate my camera? I did not undertand how I can do this.
Any help will be appreciate.
Thanks a lot!
Jose Ricardo
I'm studying Opengl and I could not understand how I cam manage a camera using matrix because it's orientation.
For example, if I have 3 vectors representing local X, Y and Z axis of my camera and another vector representing my orientation. Initially, I have this vector like (0, 0, -1) witch is de default camera orientation.
When I set my camera I translate to my negative position and use glMultMatrix, using a matrix that I create with my localX, localY and localZ axis. So my question is: what for and how I can use my vector orientation to rotate my camera? I did not undertand how I can do this.
Any help will be appreciate.
Thanks a lot!
Jose Ricardo