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View Full Version : Does gluLookAt work with gluOrtho2D



yablo0
07-23-2003, 07:28 AM
I am trying to create a camera that moves in 2D space along the x,y coordinates, will gluLookAt allow me to accomplish this, when I have gluOrtho2D projection?

thanks

Jared@ETC
07-23-2003, 09:21 AM
I don't see why not. Just make sure that the camera position and the target positions share the same X and Y coordinates so you are looking straight down.

However, you might as well just use your own calls to glTranslate and glRotate if you are only working in two dimensions.

yablo0
07-23-2003, 09:25 AM
would the translatef and rotate the entire scene be more efficient than using a camera?

I have a really complex scene, and i need to track an object that moves around the scene, so that the object is always in view, and i was thinking have the camera move with it.

but i dont know if translating and rotateing the entire scene would be better

any ideas? thanks

errno
07-23-2003, 10:48 PM
that is the same.
if you kwow the position of the object and its orientation (angle around the z axis), use glTranslate + glRotate.
if you don't have the angle but you have the direction vector (or velocity) of the object, then use gluLookAt.

the 2 methods will produce the same effect so use the one which match your already computed object/ship/... parameters.

c0d3Junk3Y
07-30-2003, 07:40 AM
I know that gluLooakAt does work with glOrtho not sure about glOrtho2D though. I don't see a reason it shouldn't though.