Shouldn't you be setting the camera orientation with GL_PERSPECTIVE, not GL_MODELVIEW? Which is our point...the modelview matrix has nothing to do with the camera position.1. glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
2. Set New Camera Pos/Rot
Shouldn't you be setting the camera orientation with GL_PERSPECTIVE, not GL_MODELVIEW? Which is our point...the modelview matrix has nothing to do with the camera position.1. glMatrixMode( GL_MODELVIEW )
glLoadIdentity()
2. Set New Camera Pos/Rot
I don't understand why comments suddenly stopped when I pointed out that the modelview matrix is not used in camera positioning, but rather the perspective matrix. Can someone address this?
Put the camera orientation in the modelview!
Have a quick read here
http://sjbaker.org/steve/omniv/projection_abuse.html
kon
Thanks for your help, Lumunous Blue!
With my own code the reflection maps on spheres worked until I moved the camera location (although looking around was fine) - as soon as I plugged in your texture matrix code it all worked perfectly!
Can't thank you enough, mate =D
Next step: Understand how it works!![]()