AllForum
08-29-2012, 08:18 AM
Hello,
Here is what I would like to do :
1- I am rendering a scene with a camera C at position P1.
2- I would like to project some given points as if my camera C was at position P2. Project means compute the coordinates in a function but not to render the points.
3- using the result of step 2- I will move my camera C in a new position.
To do the step 2 I do this in a function :
glMatrixMode(GL_MODELVIEW); // set the mode
glPushMatrix(); // save the current matrix
glLoadIdentity();
gluLookAt(P2.X, P2.Y, P2.Z, NTarget.X, NTarget.Y, NTarget.Z, m_up.X, m_up.Y, m_up.Z); // set the position P2
glGetDoublev(GL_MODELVIEW_MATRIX, ModelView); // retrieve the matrix corresponding to P2
glPopMatrix();
Is this approach (without rendering) valid to obtain the matrix corresponding to position P2 ? I.e. will the call to gluLookAt create the matrix ?
If this approach is correct I will show you what I do to compute the projection because the result is not correct...
Thanks.
Here is what I would like to do :
1- I am rendering a scene with a camera C at position P1.
2- I would like to project some given points as if my camera C was at position P2. Project means compute the coordinates in a function but not to render the points.
3- using the result of step 2- I will move my camera C in a new position.
To do the step 2 I do this in a function :
glMatrixMode(GL_MODELVIEW); // set the mode
glPushMatrix(); // save the current matrix
glLoadIdentity();
gluLookAt(P2.X, P2.Y, P2.Z, NTarget.X, NTarget.Y, NTarget.Z, m_up.X, m_up.Y, m_up.Z); // set the position P2
glGetDoublev(GL_MODELVIEW_MATRIX, ModelView); // retrieve the matrix corresponding to P2
glPopMatrix();
Is this approach (without rendering) valid to obtain the matrix corresponding to position P2 ? I.e. will the call to gluLookAt create the matrix ?
If this approach is correct I will show you what I do to compute the projection because the result is not correct...
Thanks.