Changine OpenGL to my own (eulerian) coordinate system
OpenGL by defoult looks down the Z-axis. I want to change this to looking in the positive Y-direction. I also want the shapes, to rotate in the same way the viewpoint moves, clockwise and with the same yaw-pitch-roll order. In other words, if the viewpoint is a pilot and the plane is an object, they should be flying over the xy-plane on height z and with a certain yaw/pitch and roll wich you can imagine how that works.
Thus far, I stumbled opun gimball locks and other problems. I wandered if anyone could give me a push in the right direction.
Greetings, Bob Plugge
Re: Changine OpenGL to my own (eulerian) coordinate system
Im not sure what you mean here but OpenGl has no default system of axis....If z or y is up depends on your code....You just feed OpenGl with vertices nothing more....